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Published by larrylightfoot1, 2019-10-26 23:00:00

Hammund Handbook

Hamund Handbook - printer friendly

5/22/2019 The Homebrewery - NaturalCrit

Troglodyte Value Weight Crafting

DC Item Description

15 Troglodyte Troglodyte hides are capable of changing colours to match their surroundings, 8 sp 25 lb.
Hide allowing them to create ambushes on those less wary. While the camouflage ability is
impressive, it loses much of this capability once removed from the troglodyte, and the
hide itself makes for a poor armour. As such, it is often used only as a camouflage
blanket used to disguise things from only very far away. Alternatively, the hides have
been ground down and made into an ink that matches the colour of the parchment it
is written on, allowing for the creation of secret messages revealed only under certain
lights.

Troll Value Weight Crafting

DC Item Description

5 Troll While the taste leaves much to be desired, troll flesh is indeed nutritious and can be a 1 gp 1 lb.
Flesh very sustainable source of sustenance. It is however not recommended to be used as a
(10 long-term food option, as repeated consumption can lead to strange effects in the eater.

pounds) Use: A pound of troll flesh can be consumed to fulfill any food requirements you may
have for an entire day. A pound of troll flesh that has not been exposed to fire or acid will
regenerate a quarter pound of flesh every 24 hours. If you eat 3 pounds of troll flesh
within a time frame of 7 days, you must succeed on a DC 15 Constitution saving throw

or undergo a permanent mutation in which one of your body parts changes to look more
troll-like (but with no added benefits). This mutation can only be reversed by the greater
restoration spell or similar magic.

10 Troll Famous for their regenerative ability, troll blood has widely been used as the basis for the 30 1 lb. Potion
Blood ubiquitous healing potion. Indeed, troll blood is so potent that it can be diluted of
(5 vials) repeatedly and still deliver a healing effect. As such, it is usually used to mass produce
the basic version of the healing potion. Healing
(DMG)

15 Troll The troll heart is one of the few organs in a troll's body that is not pledged to their 83 7 lb. Troll
Heart terrible deity: Vaprak the Destroyer. As such, a troll heart is one of the few pieces of a gp Amulet
troll that will not form a new troll around itself over time, and yet, its constant infusion of
troll blood gives it some measure of regenerative ability which can be infused into an
amulet for an ordinary humanoid to take advantage of.

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Harvest Table: U

Umber Hulk

DC Item Description Value Weight Crafting

5 Umber The guts of an umber hulk are a key ingredient in a dye often found in Underdark 5 gp 10 lb.
Hulk Guts society known as "umber dusk". This smoky grey colour is usually used as a form of
camouflage paint for Underdark denizens, but its captivating depth has gained some
popularity on the surface as well.

10 Umber The razor sharp mandibles of an umber hulk have been the end of many Underdark 11 6 lb. Sickle, +1
Hulk adventurers. They have been repurposed for many things in Underdark societies, gp (DMG)

Mandibles including farming, saws, fishing hooks, and of course, weapons.

15 Umber Harder than steel, and yet flexible and breathable, an Umber Hulk's carapace makes 25 70 lb. Plate
Hulk for a useful armour. Underdark societies that lack access to fuel for smelting can gp Armour,

Carapace often be found wearing plates of Umber Hulk carapace instead. +1 (DMG)

20 Umber The notorious eyes of an Umber Hulk are filled with a bewitching magic that 70 3 lb. Wand of
Hulk Eye confuses even the most seasoned of adventurers. gp Confusion
(x2)
(DMG)

Unicorn

DC Item Description Value Weight Crafting

5 Unicorn Unicorn blood shines like silver with a rainbow sheen. Filled with a regenerative 10 gp 1 lb. Potion of
Blood magic, the blood of a unicorn is sought after by every alchemist as a key ingredient in Vitality
(5 vials) many potions. Most will also have the tact to not ask where you got it.

10 Unicorn The hooves of a unicorn, responsible for the swiftness and grace exhibited by these 40 gp 17 lb. Unicorn
Hoof noble creatures when they run. They also exhibit strong magical properties. Glue
(x4) Use: You may spend an action to focus on a unicorn hoof in your hand as well as a
location you are familiar with up to a mile away. You then teleport yourself and up to
three willing creatures you can see within 5 feet of you, along with any equipent they
are wearing or carrying, to that location. If you took part in the killing of the unicorn
these hooves came from, the deity that created that unicorn becomes aware of where
you teleported to. Once a unicorn hoof has been used once, it loses its magic and
becomes worthless.

15 Unicorn Unicorn hair resembles spun gold and is just as valuable. Woodland elves living in the 330 3 lb. Instrument
Hair unicorn's domain often sport bows strung with strands of these hairs, their arrows gp of
(large flying with the speed of the forest's patron. Alternatively, instruments strung with
bag) these hairs create an exquisite sound unmatched by any made from more mundane Harmony
materials.

20 Unicorn The horn of a unicorn is one of the most sought after materials in all of artificing and 1,000 13 lb. Wand of
Horn spellcraft. Infinitely usable, these horns have been turned into everything from wands, gp the War
to enchanted weapons, to just magical dust. If you took part in the death of the horn's Mage, +2
original owner however, do exercise caution in who you show your spoils too, as (DMG) or
unicorns have many (very powerful) allies. Unicorn's
Use: The dust made from one unicorn horn can be used to act as the material Charge
component in any spell. There is enough dust to substitute for up to 500 gold pieces
worth of any material component. You do not have to use all of the dust for the same
spell.

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Harvest Table: V

Vampires

“I have never been a fan of tussling with vampires. Creatures of the night, they rarely present an honest fight, not to mention the
annoying fact that most items harvested from their long-overdue corpses whisper temptations to those that possess them. When I
go monster hunting, I am looking for trophies, not gossipy boarders.” -Hamund

Items crafted or taken from a vampire carry with them a dark undead energy that makes using them a risky proposition. Anytime a
creature attuned to an item made from a vampire part attempts a long rest, there is a 10 percent chance that they will be afflicted
with the Gravemaster’s Curse. At the DM’s discretion, this roll may be made in secret, with the result unknown to the relevant
player.

A creature cursed in this way can’t voluntarily end their attunement to the item that cursed them, and they feel a need to be within
arm’s length of that item at all times. Whenever the cursed creature sleeps, they hear whispers of temptation from the vampire
from whom the cursed item was made but forgets it as soon as they awaken. A cursed creature is not necessarily aware they have
been cursed. After 7 consecutive days of being cursed, a cursed creature will take any opportunity to be alone and to get away from
anybody that would be able to identify and remove the curse.

If a creature remains cursed by this item for the continuous length of one full lunar cycle, they are possessed by the soul of the
vampire from whom the item that cursed them was created. When this happens, the creature is incapacitated and loses control of
their body which also transforms into a full vampire. The possessing vampire spirit retains all of their old memories, Intelligence,
Wisdom, and Charisma scores, as well as any spellcasting abilities it may have had. It otherwise adopts the possessed target’s
statistics, as well as any of their knowledge, class features, and proficiencies. The returned vampire also retains attunement to any
items the original possessed target had, including the item that cursed them in the first place.

The original soul of the possessed body is then imprisoned inside the item that cursed them. While imprisoned in this way, the
original soul is aware of its immediate surroundings and can communicate telepathically with any creature in contact with them
and vice versa. If the item is ever destroyed, the possessed soul is destroyed as well. The only way to lift the curse and restore the
soul to its body is with either a wish spell, or if the possessing vampire breaks their attunement to the cursing item. If the curse is
lifted in this way, the soul of the vampire is destroyed permanently and the original soul retakes control of their body. If the original
body is destroyed, the original soul is sent to the afterlife.

Only one item made from a vampire can curse a target at any given time and a creature may only be cursed by one vampire’s item
at a time. While cursed, any attempt to attune to an item made from another vampire fails. A creature that has had this curse lifted
from them may not attune to any other item made from a vampire again.

Vampire Value Weight Crafting

DC Item Description

10 Vampire The necrotic blood of a vampire, as dark and thick as blood can possibly become. 200 gp 1 lb.
Blood While it may be foul, it does present one of the last hopes to cure the vampirism of a
(3 vials) loved one. It is unfortunate however that such little amounts may be drawn from a
slain vampire; it could be seen perhaps as a final taunt from the undead fiends.
Use: A vial of vampire blood that has had the bless spell cast on it at least once a day
for 7 consecutive days becomes a vampire bane potion. If this potion is drunk by a
vampire spawn that was transformed by the vampire this potion was made from, that
vampire spawn is completely cured of vampirism, reverting to their original form and
alignment instantly.

15 Vampire A little known but interesting fact is that vampire hair continues to grow even after 1,400 3 lb. Cloak of
Hair the transition to their new state, and even grows faster than it did in life. This is why gp the Bat
(large vampires are so commonly seen sporting long locks of unruly hair. As a sign of their (DMG)

pouch) undeath, this hair possesses some degree of necrotic magic which can be literally
weaved into new items.

20 Vampire The symbol of a vampire, the prolonged canines that they use to plunge into their 2,200 2 lb. Sword of
Fang victims and drain them of life. The same dark powers they had before can be taken gp Life
(x2) and recrafted into a weapon.
Stealing
(DMG)

25 Vampire Even if a stake was driven through this heart, it is still harvestable as a useful item. 15,000 2 lb. Crown of
Heart This organ appears to drip darkness as much as it does blood. Those that have held gp Darkness
one of these befouled organs claim to have heard whispers from the slain vampire,
tempting them with power in exchange for loyalty beyond their vanquishing.

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Vampire Spawn Value Weight Crafting

DC Item Description

10 Vampire The fang of a vampire spawn cannot transform a victim into a vampire the way a full 60 gp 2 lb. Dagger
Spawn vampire can. They do however still possess some necrotic energy which can be of Life
Fang transferred to a weapon crafted from them. Stealing
(x2)

15 Vampire The heart of a vampire spawn is a pitiful thing. More often than not, it is the heart of an Varies 2 lb.
Spawn innocent creature corrupted by a force more powerful than itself. Although it may have
Heart turned to evil in its undeath, the heart can still do good by being used to combat its dark
master.
Use: A vampire spawn heart that has had the spell remove curse cast on it once a day for
7 consecutive days, resonates with an energy counter to the darkness that once
pervaded it. In this condition, a vampire spawn heart will attempt to warn anyone
holding it of the approach of its old master. It will begin to beat slowly if the original
vampire is within 300 feet of the holder, and beat progressively faster as the original
vampire draws near.

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Harvest Table: W

Water Weird Value Weight Crafting
30 1 lb. Decanter
DC Item Description gp of
10 Living A water weird that has dispersed into water upon death still carries some semblance of Endless
Water
Water magic in it, if only for a few fleeting moments. If scooped up quickly and preserved 100 1 lb. Elemental
(vial) properly, it can be used in various minor water magics. Requires enchanted vial. gp Gem
(Emerald)
15 Mote When a water elemental's summoned form is dispersed, it leaves behind small balls of
of foam that continue to carry trace amounts of elemental energy. These need to be

Water collected quickly in specialised containers to prevent further degredation. If collected
properly, they can then be used to craft an elemental gem. Requires enchanted vial.

Wight

DC Item Description Value Weight Crafting

10 Wight The blood of a wight is a black congealed mess, however it carries strong traces of 5 gp 1 lb.
Blood necrotic energy. This energy reacts strangely with living creatures, granting them
(3 interesting abilities, but at a cost.
vials) Use: If you drink this vial of blood, for the next 24 hours you gain darkvision out to 60 ft.,
as well as the ability to see the life spark of all living things. This life spark appears as a
white hot aura around a creature's body and is visible even through invisibility, and opaque
cover no more than 2 feet thick. While able to see this spark, you have advantage on any
Wisdom (Perception) checks made to find living creatures. However, if you are in sunlight,
you also have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight. Also, you must succeed on a DC 13 Constitution saving throw or have your
hit point maximum reduced by 1d6+2 until you finish a long rest. You die if this causes
your hit point maximum to be reduced below 0 and then rise again 24 hours later as a
wandering zombie unless your body is destroyed or you are restored to life.

15 Wight The touch of a wight is known for its life-draining ability. Even after its soul has finally left 30 2 lb. Hand of
Hand it, a wight's body is permanently altered by the dark forces that reanimated it. All it takes is gp Undeath
for another spark of necrotic energy to restore it to a usable state.

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Will-O-Wisp

DC Item Description Value Weight Crafting

10 Mote of A will-o'-wisp is a malevolent being comprised almost entirely of necrotic energy 10 1 lb.
Necrotic resembling a ball of light. Upon dispersal of their form, some of this energy can still be gp
Energy harvested and used for other necrotic purposes. Requires enchanted vial.
Use: As an action, you may sprinkle this item over one creature within 5 feet of you that
has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution
saving throw or die. If they die, you regain 3d6 hit points.

Wraith Value Weight Crafting
85 1 lb. Curse
DC Item Description gp of Spite

15 Wraith Wraiths are incorporeal figures, and as such, require the use of spirit paper to effectively
Energy harvest. Luckily, wraith energy is a very potent source of necrotic power, and makes for a
potent curse when used properly. Requires spirit paper.

Wyvern

DC Item Description Value Weight Crafting

10 Wyvern Wyvern tails, when properly harvested and cleaned, possess weaker forms of the 25 20 lb.
Tail creature's infamous poison. This tail is often kept inside barrels of fermenting alcohol to gp
imbue it with an extraordinarily strong flavour and proof. The proof is so high in fact that
it is joked that wyvern tails kill more people after being removed than while they're still
attached.

15 Wyvern Like the wings of many magical creatures, the wings of a wyvern are capable of being 25 50 lb. Wings
Wing removed and transformed into artificial wings for their new owners. gp of
(x2)
Flying
(DMG)

20 Wyvern Perhaps the most ubiquitous of all poisons, no assassin's kit is complete without at least 600 1 lb.
Poison one jar of wyvern poison. gp
(vial) Use: Can be used to coat up to 15 pieces of slashing or piercing ammunition or one
slashing or piercing weapon. Applying the poison takes 1 minute. For the next 10
minutes, any creature successfully hit must make a DC 15 Constitution saving throw,
taking 7d6 poison damage on a failed save, or half that on a successful saving throw.

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Harvest Table: X

Xorn

DC Item Description Value Weight Crafting

10 Xorn As creatures able to digest metals and gems, a xorn's stomach is one of the hardiest 10 50 lb.
Stomach organs in the multiverse. Their digestive tract is valued among jewellers and miners, gp
who use them to clean off items they find in the tunnels.

15 Xorn The teeth of a xorn are capable of moving through rock and stone like a hot knife 8 gp 10 lb. Stone
Tooth through butter. They are revered among miners and stonecutters alike for this ability Cleaver
(x4) and there is never enough supply to meet demand. Alternatively, a weapon made from Weapon
these teeth can serve dual purposes when used by the spelunking adventurer.

20 Xorn Eye A xorn's sensory organs are incredibly alien to regular humanoids and indeed, as xorn 20 15 lb. Treasure
(x3) have a strange physiology that blends their eyes and noses together in some bizarre gp Compass
fashion. Either way, these organs are remarkably sensitive to the scent of precious
metals and gems. The application of that knowledge should require no further
explanation.

25 Xorn A xorn swims through rock the way a fish swims through water, thanks largely in part 60 120 lb. Stone
Shell to its outer shell. It is very difficult to take this shell without cracking it, but if you can gp Swim
haul it back in one piece, it can make for a very useful suit of armour that will have you
swimming laps through mountains. Armour

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Harvest Table: Y

Yetis

Yeti Value Weight Crafting

DC Item Description

5 Yeti The howl of a yeti is renowned for either signalling, or even calling, avalanches and 10 2 lb.
Tongue blizzards. Mountain clans long ago learned how to dry these tongues into reeds and gp
place them in pipes that they believe whistle upon the approach of violent weather.

10 Yeti Yetis are capable of surviving in the darkest, coldest winters in part largely to their 25 35 lb. Boots of
Hide thick hides and coats. In the desperate struggle that are mountain peaks, these coats gp the
are worth more than their weight in gold, and any mountain chief would happily
welcome a stranger into their hut when presented with a gift of yeti hide. Winterlands
(DMG)

15 Yeti The literally cold stare of a yeti is a terrible final sight. It is a piercing blue that freezes 30 1 lb. Potion of
Eye one's very soul and leaves them colder than the mountain itself. The magic in these gp Winter's
(x2) eyes can be brought out in a potion when mixed with hardy mountain roots and water Rest
melted from ancient icicles to make a brew that can preserve a creature in ice for an
indefinite period of time.

20 Yeti The remains of a yeti's victims are simple to identify, for it is easy to see the way the 60 10 lb. Frostclaw
Claw edges of their wounds have frozen solid at the touch of the yeti. gp Weapon
(x2)

Abominable Yeti Value Weight Crafting

DC Item Description

5 Yeti Tongue The howl of a yeti is renowned for either signalling, or even calling, 10 2 lb.
avalanches and blizzards. Mountain clans have long learned how to dry gp
these tongues into reeds and place them in pipes that they believe
whistle upon the approach of violent weather.

10 Abominable Yeti Yetis are capable of surviving in the darkest, coldest winters in part largely 40 45 lb. Boots of
Hide to their thick hides and coats. In the desperate struggle that are mountain gp the
peaks, these coats are worth more than their weight in gold, and any Winterlands
mountain chief would happily welcome a stranger into their hut when (DMG)
presented with a gift of yeti hide.

15 Yeti Eye (x2) The literally cold stare of a yeti is a terrible final sight. It is a piercing blue 50 1 lb. Potion of
that freezes one's very soul and leaves them colder than the mountain gp Winter's
itself. The magic in these eyes can be brought out in a potion when mixed Rest
with hardy mountain roots and water melted from ancient icicles to make
a brew that can preserve a creature in ice for an indefinite period of time.

20 Abominable Yeti The remains of a yeti's victims are simple to identify, for it is easy to see 100 14 lb. Frostclaw
Claw (x2) the way the edges of their wounds have frozen solid at the touch of the gp Weapon,
yeti. +1

25 Yeti Lungs (Only It is more than just a superstition that the howl of a yeti brings a blizzard, 150 9 lb.
harvestable if the as anyone who has faced an abominable yeti can attest to. These larger gp
Abombinable Yeti specimens breathe the cold itself, using it to weaken large groups of
had access to its unwary mountaineers before moving in for the final kill.
cold breath ability) Use: You may spend an action to press these lungs and exhale a 30-foot
cone of frigid air. Each creature in that area must make a DC 18
Constitution saving throw, taking 10d8 cold damage on a failed save, or
half as much damage on a successful one. Once this item has been used,
it cannot be used again and becomes worthless.

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Yuan-Ti

Yuan-Ti Abomination Value Weight Crafting

DC Item Description

10 Yuan-Ti The blood of a yuan-ti is strange in that it combines enzymes characteristic of 2 gp 1 lb. Potion of
Blood (5 both serpentine and humanoid physiology. This curious property allows unique Poison
vials) opportunities in alchemy for the creation of the perfect antivenom for humanoids Immunity
to consume.

15 Yuan-Ti The venom of a yuan-ti combines elements of several of the most deadly snakes 120 1 lb.
Poison (vial) in nature. The poison has been described by survivors as "like having one's blood gp
transfigured into fire."
Use: Can be used to coat up to 10 pieces of slashing or piercing ammunition or
one slashing or piercing weapon. Applying the poison takes 1 minute. For the next
minute, any creature successfully hit must make a DC 15 Constitution saving
throw, taking 3d6 poison damage on a failed save, or half that on a successful
saving throw.

20 Yuan-Ti A yuan-ti abomination wears no armour yet can deflect swords and maces with 600 14 lb. Serpent
Abomination the strength of its scales alone. A few choice scales can be pried off following the gp Shield
Scales (large abomination's death in order to make a shield imbued with the power of the
pouch) serpent gods.

25 Serpent The heart of a yuan-ti abomination is one that has been specially blessed by the 3,000 15 lb.
Touched serpent gods the yuan-ti worship. Locked inside this heart is incredible divine gp
Heart power, but as befitting of the twisted worship the serpent gods demand, it can be
passed on only through its consumption.
Use: You may spend an action to eat this heart. When you do, you transform into a
yuan-ti abomination, as described in the Monster Manual, for the next hour. Your
alignment remains the same and you retain any proficiencies you may have had
originally. You do not get access to the weapons described in the yuan-ti
abomination's statblock. At the end of the hour, or if you are forced prematurely
back into your true form, there is a 10 per cent chance that instead of
transforming back to your original form, you transform into a form resembling
that of a Type 1 yuan-ti malison with a humanoid body but with a snake head. This
effect is permanent and is considered your new true form. This effect can only be
reversed with the power of a wish spell.

Yuan-Ti Malison Value Weight Crafting

DC Item Description

10 Yuan- The blood of a yuan-ti is strange in that it combines enzymes characteristic of both 2 gp 1 lb. Potion of
Ti serpentine and humanoid physiology. This curious property allows unique opportunities Poison
Blood in alchemy for the creation of the perfect antivenom for humanoids to consume. Immunity
(3
vials)

15 Yuan- The venom of a yuan-ti combines elements of several of the most deadly snakes in 120 1 lb.
Ti nature. The poison has been described by survivors as "like having one's blood gp

Poison transfigured into fire."
(vial) Use: Can be used to coat up to 10 pieces of slashing or piercing ammunition or one

slashing or piercing weapon. Applying the poison takes 1 minute. For the next minute,
any creature successfully hit must make a DC 12 Constitution saving throw, taking 2d6
poison damage on a failed save, or half that on a successful saving throw.

Yuan-Ti Pureblood Value Weight Crafting

DC Item Description

10 Yuan-Ti The blood of a yuan-ti is strange in that it combines enzymes characteristic of both 2 gp 1 lb. Potion of
Blood serpentine and humanoid physiology. This curious property allows unique opportunities Poison
(3 in alchemy for the creation of the perfect antivenom for humanoids to consume. Immunity
vials)

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Yugoloth

“Unlike most fiends, the ichor that a yugoloth leaves behind actually serves some purpose. As befitting their greedy natures, some
lower-tier yugoloths have actually made a business of allowing themselves to be slain and their ichor collected.” - Hamund

Like regular devils, yugoloths slain outside of their native plane also dissolve into an ichor rather than leave behind a corpse. Given
the yugoloths artificial nature however, this ichor tends to be more useful than devil ichor and can be harvested for some benefit.
Either way, a yugoloth slain outside of Gehaena cannot be harvested for anything except their respective ichor. Yugoloths slain on
Gehenna can be harvested like a regular creature, including their ichor, traces of which can still be found in their veins.

Arcanaloth Value Weight Crafting

DC Item Description

5 Arcanaloth The ichor of an arcanaloth is the most valuable of all yugoloth ichors, being 100 1 lb.
Ichor (vial) steeped in the knowledge and magic of the original arcanaloth. Requires gp
enchanted vial.
Use: When combined with 50 gp worth of gem dust and special oils, this ichor
becomes a special ink invested with powerful magic. When you begin writing
with this ink, you subconcsiously write down a spell that was known to the
arcanaloth. After 2 hours of writing with this ink, you may pick any wizard spell
from the arcanaloth's known spell list that is of a level for which you have spell
slots, and add it to your spellbook as if you had copied it in a traditional manner.

10 Arcanaloth Despite their learned and sophisticated nature, an arcanaloth is more than 300 1 lb.
Poison capable of killing a mortal in close combat as they are using their spells. This is gp
(vial) partly in thanks to the poison glands they possess under their claws, which add a
touch of death to their razor sharp strikes.
Use: Can be used to coat up to 5 pieces of slashing or piercing ammunition or
one slashing or piercing weapon. Applying the poison takes 1 minute. For the
next minute, any creature successfully hit must make a DC 14 Constitution
saving throw, taking 3d6 poison damage on a failed save, or half that on a
successful saving throw.

15 Arcanaloth The tricky arcanaloth has a tendency to sneak into places it does not belong, 500 9 lb.
Tail aided by its inherent ability to shapeshift and turn invisible. Part of this magic is gp
kept in their tail, which can be spotted twitching before they use any of their
deceptive abilitites.
Use: This tail has 3 charges. While holding this tail you may spend 1 charge to
use the tail to cast the spell alter self or invisibility (self only). Once this tail loses
all charges, it dissolves into a useless black ichor.

20 Yugoloth Despite their wide ranging forms, all yugoloths possess the same heart. It is the 750 2 lb. Gem of
Heart magic inherent in this heart that both ties them to their home plane of Gehenna gp Teleportation
and makes them materially unstable enough to teleport at a whim.

Mezzoloth Value Weight Crafting

DC Item Description

5 Mezzoloth The ichor of a mezzoloth appears even more foul and dark than that of other 50 1 lb.
Ichor (vial) yugoloths (if that is even possible). Like many yugoloth ichors, this ichor can be gp
mixed with precious gem dust and oils to make an ink that passes on powerful
magics. Requires enchanted vial.
Use: When combined with 50 gp worth of gem dust and special oils, this ichor
becomes a special ink invested with powerful magic. If you are able to prepare a
spell of at least 5th level, when you begin writing with this ink you
subconcsiously write down the information regarding the spell cloudkill. You may
do this for a total of 10 hours, after which you successfully copy the spell into
your wizard spellbook as if you had copied it from a regular source.

10 Mezzoloth The gas of a mezzoloth is extraordinarily toxic and is said to have been the 60 1 lb.
Gas (vial) inspiration to whichever wizard invented the spell cloudkill. It will remain potent gp
so long as it is kept in an enchanted vial, however it will dissipate much faster
than a sample that came fresh from a living mezzoloth. Requires enchanted vial.
Use: As an action you may make a ranged weapon attack to throw this vial at a
point within 20 feet, shattering it on impact. Once the vial is destroyed, the
trapped gas expands rapidly to fill a 10 foot radius sphere. The gas acts like the
spell cloudkill with the exception that it only lasts for 1 round and requires no
creature's concentration to maintain it.

15 Mezzoloth The dark chitin of a mezzoloth is harder than many metals and lends a 85 70 lb. Mezzoloth
Chitin distinctively insect-like appearance to an adventurer bold enough to wear it. gp Mail

20 Yugoloth Despite their wide ranging forms, all yugoloths possess the same heart. It is the 750 2 lb. Gem of
Heart magic inherent in this heart that both ties them to their home plane of Gehenna gp Teleportation
and makes them materially unstable enough to teleport at a whim.

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Nycaloth Value Weight Crafting

DC Item Description

5 Nycaloth Nycoloth ichor is thicker and stickier than other yugoloth ichor and has a vague 70 1 lb.
Ichor green tinge to it. This is odd considering that the magic it lends itself to points gp
(vial) towards a more slippery nature. Requires enchanted vial.
Use: When combined with 50 gp worth of gem dust and special oils, this ichor
becomes a special ink invested with powerful magic. If you are able to prepare a
spell of at least 2nd level, when you begin writing with this ink you subconcsiously
write down the information regarding the spell mirror image. You may do this for a
total of 4 hours, after which you successfully copy the spell into your wizard
spellbook as if you had copied it from a regular source.

10 Nycaloth The claw of a nycaloth actually has dozens of tiny hook-like forms growing on the 55 25 lb. Sword of
Claw insides. These hooks cause massive damage when the claws rend unprotected gp Wounding
(x2) flesh, making wounds worse with each progressive attack. While it may be
considered vicious, the same principle can be applied to other weapons to give (DMG)
them the same combative edge.

15 Nycaloth Like many fiends, the wings of a nycaloth can be used as a base component to 230 35 lb. Infernal
Wing make the ever useful infernal wings. Their high quality makes them particulalry gp Wings
(x2) useful as a material, meaning the artificer has to put relatively little effort (and
money) into making them.

20 Yugoloth Despite their wide ranging forms, all yugoloths possess the same heart. It is the 750 2 lb. Gem of
Heart magic inherent in this heart that both ties them to their home plane of Gehenna gp Teleportation
and makes them materially unstable enough to teleport at a whim.

Ultraloth Value Weight Crafting

DC Item Description

5 Ultraloth The ichor of an ultraloth is almost as valuable as that of the yugoloth, full of the 100 1 lb.
Ichor inherent magic of the ultraloth. Requires enchanted vial. gp
(vial) Use: When combined with 50 gp worth of gem dust and special oils, this ichor
becomes a special ink invested with powerful magic. When you begin writing with
this ink, you subconcsiously write down a spell that was known to the ultraloth.
After 2 hours of writing with this ink, you may pick any wizard spell from the
ultraloth's known spell list that is of a level for which you have spell slots, and add
it to your spellbook as if you had copied it in a traditional manner.

10 Mark of Other than their general form, every ultraloth carries some mark on their person 300 2 lb.
Gehenna that brands them as a general above lesser yugoloths, an individual to be respected gp
and feared. This brand is more than an ordinary mark and carries a degree of magic
to it that affects the wills of lesser beings even if they themselves are unaware of it.
Use: While carrying this mark on you, you may choose to gain advantage on any
Charisma based ability check attempted on a creature within 30 feet of you that
has a CR rating less than that of your character level. That creature does not need
to be aware of the mark, but must be able to hear and understand you for this
effect to work. Once used, this ability cannot be used again until the next dawn.

15 Ultraloth The transfixing eyes of an ultraloth can stun creatures with lesser wills and hold 425 1 lb. Helm of
Eye (x2) them still as the ultraloth moves in for the kill. gp Hypnotism

20 Yugoloth Despite their wide ranging forms, all yugoloths possess the same heart. It is the 750 2 lb. Gem of
Heart magic inherent in this heart that both ties them to their home plane of Gehenna gp Teleportation
and makes them materially unstable enough to teleport at a whim.

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Harvest Table: Z

Zombie

“As zombie is more of a classification than a creature, it is difficult to say exactly what items may be harvested from them, except
for the universal putrid fluids that flows through their veins.” -Hamund

DC Item Description Value Weight Crafting

5 Zombie An absolutley putrid collection of drippings and fluids from a reanimated corpse. While it 3 cp 1 lb.
Juice smells awful, the necromantic magic in it allows it to act as a powerful preservation agent.
(vial) Fittingly, necromancers use this very juice to keep their more valuable experiments fresh,
often farming lesser zombies for more of this chemical.

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Chapter 4: Craftingt was our long distant ancestors that first discovered Finally, craftable items take a certain amount of time
how to transform the bones of a fresh kill into a before they can be completed. The breakdown of the time and
heavy club with which to make more fresh kills. cost investment to craft an item is listed in the Magic Item
Today of course, we have the wonders of civilisation, Crafting Time and Cost table on the next page.

Iand with that comes a litany of more advanced tools, Magic Item Crafting Time and Cost
weapons, armour, and equipment to be made from
what we kill. Indeed, the resourcefulness of society Item Rarity Workweeks* Cost*
means that just about every creature’s carcass can serve as
more than just a trophy if you take it to someone with the Common 1 50 gp
right know-how.                                                       -Hamund
Uncommon 2 200 gp
Crafting Rules
Rare 10 2,000 gp
While some creature parts are useful fresh from the carcass,
many require some alterations before their full potential can Very Rare 25 20,000 gp
be realised. These items can be identified due to having a
craftable item listed in their crafting column. As crafting is a Legendary 50 100,000 gp
very natural complement to harvesting, an entire chapter has
been devoted to its rules here. *Halved for a consumable item like a potion or scroll.

Crafters This guide uses the rules for crafting in Xanathar’s Guide to
In order to craft a harvested item into a usable item, it must Everything as the basis for the crafting rules presented here.
be worked on by a skilled crafter. Crafters are specialised DM’s are encouraged to adjust these numbers based on the
professionals with the knowledge to turn raw materials into needs of their own games.
something usable. Crafters also tend to be of a certain type,
covering different types of items to be made (see “Crafter Optional Rule: Crafter Skill
Types” below).
Not all crafters are created equal. While a village blacksmith
Both player characters and NPCs may act as crafters, so may be good at fixing scythes and making nails, if you hand
long as they fulfil the stipulated requirements for their crafter them a dragon scale, the best you will get back is a ruined
type. dragon scale and an apologetic look. If you have high quality
materials, you're going to need a high quality crafter.
Crafters also need to have the right equipment and tools in
order to craft an item, however that aspect is left up to the While under the base rules, anyone can craft anything so
discretion of the DM and the suitability of the setting. In more long as they meet the base proficiency requirements, under
fantastical campaigns, magical forges and laboratories may this optional rule, crafters are differentiated based on their
line every city bazaar, while in more grounded settings, proficiency bonus. A crafter may craft any item whose rarity
finding appropriate facilities may be a quest in and of itself. is equal to or below their proficiency bonus as outlined in the
Crafting Skill Proficiency table on the next page.

Materials, Time, and Cost Crafter Type
Each craftable item listed in this guide requires at least one You don’t ask a blacksmith to cut the timbers of your house,
harvestable material from a monster’s harvesting table to act and you don’t ask an alchemist to craft you a suit of armour. If
as a base component of the item. This base component you want an item crafted, you need the right person for the
provides the driving magical force that allows the item to job. Each craftable item comes with a tag in brackets
function. The harvesting material and quantity of the explaining which type of crafter is capable of making that
materials required are listed in the description of the item.
craftable item. For some craftable items, there are several
potential harvestable materials that may act as the base Crafters are not restricted to a single profession either.
component. In these cases, any of the listed materials may be Some skills are complimentary, or certain individuals are
used. simply talented enough to cover multiple fields. Unless
otherwise stated, crafters with multiple proficiencies use the
Craftable items require more than just the base component same score for each field.
provided by harvested materials, however. Crafting an item
requires a cost covering other requirements such as tools, The following is a basic rundown of crafter types:
facilities, and extra materials. Note that this cost does NOT
include the cost of actually hiring a crafter, and that such a
cost is considered separate. Assuming that the players are
providing the base component for a craftable material, the
value of this base component can be deducted from the end
cost of crafting the item.

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Optional Rule: Crafting Skill Proficiency

Prof. Skill Level Item Rarity Description

+2 Novice Common Usually an apprentice, assistant, or self-taught practitioner. Knows how to use the tools
properly but has little skill with more difficult materials and no ability to make new ideas.

+3 Journeyman Uncommon A craftsmen that serves their village or works in a specific role within their profession. Knows
a few things very well, but most likely would not be able to understand the complexities of
more exotic materials.

+4 Artisan Rare The highest level of skill that most ordinary people could hope to attain. Capable of
establishing a good trade in a city or in service of a noble. Experienced in almost all aspects
of their profession and can work with some confidence on rarer materials.

+5 Master Very Rare While hard work and dedication is always valuable, only a few people possess the inherent
+6 Grand Legendary talent to push the limits of their craft farther than ordinary people. These talented individuals
can be considered masters of their art; capable of not just reproduction, but innovation.
Master An absolute master of their art. Most likely was either an adventurer in their past, or learned
their trade from a supernatural force, as this would be the only way for them to become
accustomed to the legendary materials that they work with. Capable of crafting any item that
falls under their profession.

Alchemist Blacksmith

Alchemy is a profession that deals with the brewing and A hammer striking anvil, the roar of a heated forge, and the
mixing of potions, concoctions, and tinctures. In general, if an hiss of cooling metal. These are the sounds of a blacksmith’s
organic material needs to be crushed, powdered, dried, boiled, shop, the masters and crafters of metal. While the job of a
melted, burned, mixed, etc., it's a job for an alchemist. blacksmith is usually simplified to a “metalworker,” the role
encompasses so much more. Blacksmiths craft and fix all
As part of their job, alchemists must also be experienced manners of equipment ranging from farming equipment, to
herbalists and have some knowledge of creature parts, but weapons, to suits of armour. Not only that, but while
this level of knowledge may vary wildly from alchemist to blacksmiths normally deal strictly with metal, many creature
alchemist. For example, village alchemists may know how to shells, bones, and scales require metal reinforcement and/or
mix up local herbs with dried animal parts to cure a cold, attachments before they can be used as weapons and armour.
while an elvish grandmaster may have learned the 12 secret As such, even though they are organic materials, it is still
uses of dragon blood. primarily a blacksmith’s responsibility to craft with them.

Any character that has proficiency with alchemy tools may Blacksmith skills can vary wildly. The local blacksmith may
be considered an alchemist for crafting purposes. only have a small forge from where they repair the hammers
and scythes of their neighbours, while the master smiths of
Artificer dwarven kingdoms smelt adamantium in rivers of magma at
the heart of volcanoes.
A catch-all term for anyone who works primarily in the
moulding, transfiguration, enchanting, and manufacture of Any character that is proficient in the smith’s tools may be
magical items. Often powerful wizards, their job requires considered a blacksmith for crafting purposes.
them to not only understand magic, but alse be able to weave
permanent spells to transform mundane objects into Leatherworker
wondrous ones. A common practice among artificers working
with harvested materials is to transfigure them into gems and Metal armour doesn’t agree with everyone, and many
other objects more conducive to humanoid wear. creatures have perfectly good hides that they won’t be using
anymore. For times like these, a leatherworker is required. It
As part of their job, an artificer would have knowledge of is a long and messy job to take raw hides, tan them, preserve
the uses of magical creature parts, spellwork, the use and them, cut them, and fashion them into armour and other
preparation of magical reagents (crushed gems, incense, etc), equipment, but most societies would break down without this
magical identification, magical history, and basic metal and crucial industry.
woodworking. Of course, not all artificers have the same level
of skill. Some may spend their entire lives mass While leatherworkers are often looked down upon for their
manufacturing the same magical trinkets day in and day out, unpleasant job, these are usually just the leatherworkers that
while others have ventured to far planes and learned ancient deal with mundane animal hides and skins. Highly skilled
lessons in the courts of djinni princes. leatherworkers however are treated with the utmost respect
since without them, your skinned Purple Worm hides would
Any character that is proficient in the Arcana skill and has go completely to waste.
access to at least one spell slot may be considered an artificer
for crafting purposes. Any character that is proficient in the leatherworker’s tools
may be considered a leatherworker for crafting purposes.

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Tinker As strange as it is to say, the gods do not see everyone as
equals, and certainly do not apportion their gifts impartially. A
Tinkers are a rare profession, but their work possesses vagrant holy man is probably capable of invoking his god’s
incredible value. Tinkers are usually associated with finnicky name to create a few vials of holy water, while a high cleric of
contraptions and devices, and if they ever use magic it is Moradin would be able to bless a hammer so that it strikes
usually more of an energy source rather than the driving with the same fury as their furious deity.
characteristic. Really, tinkers are more concerned with
finding new materials with strange properties to experiment Any character that is proficient in the Religion skill has
with, and their inventions can range from the entertaining to access to at least one spell slot, and is a follower of a deity or
the absolutely revolutionary. otherworldly patron, may be considered a thaumaturge for
crafting purposes.
With that in mind, tinkers vary widely in skill. A travelling
peddler may have some experience in making mechanical Crafting Items from Published
puppets that flail around for the amusement of children, Books
while the daring few that have travelled to Mechanus and Some craftable items originate from official source books
returned alive may have unlocked the secrets of artificial life. published by Wizards of the Coast. In order to avoid lifting
large sections of their book and reproducing them here, you
Any character that is proficient in the tinker’s tools may be are encouraged to look them up in their original books. The
considered a tinker for crafting purposes. source book has been tagged next to the craftable item’s
name: DMG for Dungeon Master’s Guide, and XGTE for
Thaumaturge Xanathar’s Guide to Everything.

When a piece of armour needs the blessings of a god, or a In order to understand the quantities of harvestable
sword needs a spirit coaxed into it, a thaumaturge is needed. materials required and the type of crafter, the following table
These specialised crafters usually do not consider has been made:
themselves crafters at all, but simply people with special
connections to the gods and their divine energy.
Thaumaturges are not limited to just those that worship the
gods either, many fiendish cults can boast their own
specialised thaumaturge members that craft their cursed
daggers and bind damned souls into pieces of jewellery.

Published Book Items Harvesting Material Crafter

Craftable Item Stirge Bile (1 vial) Alchemist
Anti-venom
Arrow, +1 Barbed Devil Barb (x1), Griffon Feather (x1), Hippogriff Feather (x1), Blacksmith
Plesiosaurus Tooth (x1)
Arrow, +2
Bolt, +1 Hydra Tooth (x1) Blacksmith
Boots of the Winterlands
Breastplate, +2 Barbed Devil Barb (x1) Leatherworker
Charlatan's Dice
Cloak of Billowing Yeti Hide (x1), Abominable Yeti Hide (x1) Alchemist
Cloak of Displacement
Cloak of Mending Stone Golem Stone (x1) Blacksmith
Cloak of the Bat
Dagger, +1 Cursed Knucklebones (x1) Thaumaturge
Dragon Scale Mail
Dust of Disappearance Shimmer Cloth (x1) Leatherworker
Earhorn of Hearing
Elemental Gem Cloaker Hide (x1), Displacer Beast Hide (x1) Leatherworker

Eye of the Eagle Shimmer Cloth (x1) Leatherworker
Eyes of Charming
Figurine of Wondrous Power Vampire Hair (1 large pouch) Leatherworker
(Obsidian Statue)
Allosaurus Claw (x1), Bulette Tooth (x1 small pouch), Vrock Talon (x1) Blacksmith

Dragon Scales (1 large bag) Blacksmith

Sprite Wing (x1) Alchemist

Darkmantle Otolith (x1) Tinker

Mote of Air (x1), Mote of Earth (x1), Mote of Fire (x1), Mote of Water Artificer
(x1)

Griffon Eye (x2), Hippogriff Eye (x2) Artificer

Dryad Eye (x2), Succubus/Incubus Eye (x2) Artificer

Nightmare Hoof (x4) Artificer

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Published Book Items cont.

Craftable Item Harvesting Material Crafter
Blacksmith
Flail, +1 Clump of Beard Lashes (x1) Artificer

Gauntlets of Ogre Hand (x2), Oni Hand (x2) Blacksmith
Ogre Power Artificer

Glaive, +2 Tyrannosaurus Rex Claw (x1) Blacksmith
Goggles of Oni Eye (x2) Blacksmith
Night Blacksmith
Greataxe, +1 Allosaurus Jaw (x1) Blacksmith
Leatherworker
Greataxe, +2 Death Tyrant Jaw (x1), Tyrannosaurus Rex Jawbone (x1) Blacksmith
Greatclub, +1 Gorgon Hoof (x2)
Artificer
Halberd, +3 Pit Fiend Claw (x1)
Hat of Disguise Doppelganger Face (x1) Artificer

Heavy Armour, Gorgon Plate (x1) Blacksmith
+1 Blacksmith
Blacksmith
Helm of Doppelganger Brain (x1) Blacksmith
Telepathy Blacksmith
Blacksmith
Iron Bands of Living Chain (x1)
Bilarro Blacksmith

Javelin, +1 Gorgon Horn (x1) Alchemist
Lance Pteranodon Beak (x1)
Alchemist
Lance, +1 Gorgon Horn (x1) Artificer

Longbow, +1 Centaur Tail (x1) Blacksmith

Maul, +1 Gorgon Hoof (x2) Blacksmith
Melee Ankylosaurus Tail (x1), Barlgura Hand (x1)
Bludgeoning Alchemist
Weapon, +1
Alchemist
Melee Piercing Hezrou Claw (x1), Nalfeshnee Tusk (x1), Purple Worm Tooth (x1)
Weapon, +2 Alchemist
Alchemist
Oil of Ectoplasmic Trail (1 vial)
Etherealness Alchemist

Philter of Love Devil-Tinged Blood (1 vial), Lamia Blood (1 vial), Succubus/Incubus Blood (1 vial)
Pipes of Banshee Remnant (x1)
Haunting
Plate Armour, Umber Hulk Carapace (x1)
+1
Plate Armour, Iron Golem Iron (x1)
+3
Potion of Flumph Brain (x1)
Detect
Thoughts

Potion of Fire Barbed Devil Blood (1 vial), Nightmare Ash (1 small pouch)
Resistance

Potion of Flying Pegasus Wing (x2), Peryton Wing (x2)

Potion of Giant Cloud Giant Fingernail (x1), Ettin Fingernail (x1), Fire Giant Fingernail (x1), Frost Giant
Strength Fingernail (x1), Hill Giant Fingernail (x1), Stone Giant Fingernail (x1), Storm Giant
Fingernail (x1)

Potion of Duergar Brainstem (x1)
Growth

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Published Book Items cont.

Craftable Item Harvesting Material Crafter
Potion of Healing Troll Blood (1/4 vial) Alchemist

Potion of Healing Hydra Blood (1 vial), Naga Scale (1 small pouch), Oni Blood (1 vial), Shambling Alchemist
(Superior) Mound Mulch (1 small pouch)

Potion of Invisibility Duergar Brainstem (x1) Alchemist
Alchemist
Potion of Poison Quasit Venom (1 vial)

Potion of Poison Quaggoth Blood (1 vial) Alchemist
Resistance

Potion of Water Aboleth Mucus (1 vial), Sea Hag Hair (1 small pouch) Alchemist
Breathing

Shield, +1 Gorgon Plate (x1) Blacksmith
Shield, +3 Dragon Turtle Shell Shard (x1), Iron Golem Iron (x1) Blacksmith

Shortbow, +1 Centaur Tail (x1) Blacksmith
Sickle, +1 Umber Hulk Mandibles (x1) Blacksmith

Spear, +1 Bulette Tooth (x1 small pouch), Gorgon Horn (x1) Blacksmith
Artificer
Staff of the Treant Root (x1) Leatherworker
Woodlands Leatherworker
Leatherworker
Studded Leather Ankylosaurus Hide (x1), Lizardfolk Hide (x1) Leatherworker
Armour Blacksmith

Studded Leather Minotaur Hide (x1)
Armour, +1

Studded Leather Marilith Snake Leather (x1)
Armour, +2

Studded Leather Marble Skin (x1)
Armour, +3

Sword of Life Stealing Vampire Fang (x2)

Sword of Wounding Nycaloth Claw (x2) Blacksmith
Blacksmith
Trident, +1 Merrow Claw (x1)

Wand of Confusion Umber Hulk Eye (x2) Artificer
Wand of the Unicorn Horn (x1) Artificer
Warmage, +2
Warhammer, +1 Gorgon Hoof (x2) Blacksmith

Warhammer, +2 Roc Beak (x1) Blacksmith
Warhammer, +3 Goristro Hoof (x1) Blacksmith

Warpick, +1 Gorgon Horn (x1), Hooked Horror Hook (x1) Blacksmith
Whip, +1
Barbed Devil Tail (x1), Cloaker Tail (x1), Displacer Beast Tentacle (x1), Grell Tentacle Leatherworker
Wings of Flying (x1), Manticore Tail (x1)

Deva Wing (x2), Planetar Wing (x2), Solar Wing (x2), Wyvern Wing (x2) Artificer

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Craftable Items A-Zraftable items are presented in alphabetical Amulet of Maglubiyet
order. A craftable item's description gives the
item's name, its category, its rarity, its base Wondrous item, rare (requires attunement)
component, the crafter type required to make it, Crafted by: Mark of Maglubiyet x1 (Thaumaturge)
While wearing this amulet, you gain the ability to spend your
Cand its magical properties. action and martial your allies with your resounding
leadership. For 1 minute, you may utter a special command
Aboleth Amulet or warning whenever a non-hostile creature that you can see
within 30 feet of it makes an attack roll or a saving throw.
Wondrous item, very rare (requires attunement) The creature can add a d4 to its roll provided it can hear and
Crafted by: Aboleth Brain x1 (Artificer) understand you. A creature can benefit from only one of these
effects at a time. This effect ends early if you are
This pale turquoise amulet seems to have a faint flicker of incapacitated.
something moving in it, like seeing a creature in murky
waters. While wearing this amulet, you gain telepathy out to a Amulet of the Desert Tyrant
range of 120 ft., can understand and speak Deep Speech, and
become proficient in Intelligence (History) checks if you Wondrous item, legendary (requires attunement)
weren’t proficient already. Crafted by: Mummy Lord Heart x1 (Artificer)
This item has 9 charges. While wearing this amulet you may
You may also spend an action to target one creature you spend an action and 1 or more charges to do any of the
can see within 30 feet of you. That target must succeed on a following:
DC 14 Wisdom saving throw or be magically charmed by
you. This charm persists until either you or the target dies, or You may use the item to cast any of the following spells:
if you are on different planes of existence. You and the spiritual weapon (2 charges, plus 1 additional charge for
charmed target may communicate with each other every level cast above 2nd), animate dead (3 charges plus
telepathically over any distance so long as you are wearing 1 additional charge for every level cast above 3rd),
and attuned to this item. guardian of faith (4 charges), insect plague (5 charges,
plus 1 additional charge for every level cast above 5th), or
You may only have up to 3 targets charmed in this way at a harm (6 charges).
time. If you successfully charm another target while you You create a cloud of blinding dust and sand around
already have 3 targets charmed, the charm effect ends on the yourself. Each creature within 5 feet of you must succeed
creature that you charmed first. Whenever the charmed on a DC 16 Constitution saving throw or be blinded until
target takes damage, they may repeat the saving throw. On a the end of their next turn (2 charges).
success, the effect ends. No more than once every 24 hours, You transform yourself into a whirlwind of sand and
the target can also repeat the saving throw when it is at least immediately move up to 60 feet and then revert to normal
1 mile away from you. If a creature succeeds on either form. While in whirlwind form, you are immune to all
resisting the charm effect or if the charm effect on them ends, damage, and you can’t be grappled, petrified, knocked
they become immune to this ability for the next 24 hours. prone, restrained or stunned. Equipment worn or carried
by you remain in your possession (2 charges).
Amulet of Secrets If you die while wearing this amulet, and if this amulet has
at least 7 charges in it, the amulet will automatically expend
Wondrous item, very rare (requires attunement) 7 charges to create a new body for your soul to inhabit. This
Crafted by: Sphinx Heart x1 (Artificer) body is formed from dust in a space within 5 feet of the
This blood red amulet is set inside a gold frame the colour of amulet over the course of 24 hours, upon which the amulet
desert sand. While wearing and attuned to this amulet, you can be placed on the new body, allowing your soul to enter it
gain an uncanny ability to disguise your thoughts and and return to life. This new body is a duplicate of your
emotions. You become immune to any effect that would sense original one at the moment of its death but with all wounds
your emotions or read your thoughts, as well as any healed and all hit points restored. This ability fails if the
divination spell that you refuse. Wisdom (Insight) checks amulet is destroyed or removed from your body during the 24
made to ascertain your intentions or sincerity have hours it is creating a new body.
disadvantage. This item regains 1d8+1 charges daily at dawn.

In addition, you may use the amulet to cast the spell zone Amulet of the Mind Flayer
of truth without using a spell slot or requiring any
components. The DC for the casting of this spell in this way Wondrous item, rare (requires attunement)
is 8 + your Charisma modifier + your proficiency bonus, and Crafted by: Mind Flayer Heart x1 (Artificer)
you are exempt from the effects of the spell. Once you have While you are wearing this amulet, you may spend an action
used this ability 3 times in one day, you may not use it again to designate up to 4 willing creatures within 30 feet of you as
until you finish a long rest. your thralls. So long as you and your thralls are on the same
plane of existence, you may communicate with them
telepathically.

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In addition, so long as you and at least one of your thralls are Angel Robe
within 30 feet of each other, you both gain advantage on
Intelligence saving throws, and if you suffer psychic damage, Wondrous item, rare (requires attunement)
you may spend your reaction to force your thrall to suffer Crafted by: Deva Skin (Leatherworker)
some, or all of that damage instead of you. You may only have You gain a +1 bonus to AC while wearing this robe and all
up to 4 creatures as your thralls at a time. If you wish to add a your weapon attacks are considered magical. In addition, you
new creature, you must spend an action breaking your gain the ability to spend an action to polymorph yourself into
connection to one of your old ones first. a humanoid or beast that has a challenge rating equal to or
lower than your character level, or back into your true form.
Curse: Using this amulet is a dangerous proposition due to You revert to your true form if you die or drop to 0 hit points.
its vile origins. Attuning to this amulet curses you until you If the effect ends due to dropping to 0 hit points, any excess
are targeted by the remove curse spell or similar magic. damage carries over to your true form. Any equipment you
While cursed, you automatically fail on saving throws are wearing or carrying is absorbed or borne by the new form
imposed by members of the illithid race, including elder (your choice).
brains and intellect devourers.
In a new form, you retain your statistics and ability to
Amulet of the Ocean Lord speak, but your AC, movement modes, Strength, Dexterity,
and special senses are replaced by those of the new form,
Wondrous item, legendary (requires attunement) and you gain any statistics and capabilities (except class
Crafted by: Kraken Brain Stem x1 (Artificer) features, legendary action, and lair actions) that the new form
This item has 9 charges. While wearing this amulet, you may has but that you lack.
spend an action and 1 or more charges to do any of the
following: Anti-Magic Crystal

You may cast any of the following spells without requiring Wondrous item, very rare
any components or spell slots: conjure elemental (1 Crafted by: Beholder Main Eye x1 (Artificer)
charge, water elementals only), chain lightning (1 charge), This roughly basket sized crystal radiates a field of energy
tsunami (2 charges), or control weather (2 charges). These that disrupts the normal flow of the multiverse and prevents
spells use your spell DC. If you do not have one, the DC is magical forces from acting in its proximity. This crystal
equal to 8 + your Intelligence modifier. creates an area of antimagic around itself, as in the antimagic
For the next hour, any aquatic creature within 6 miles of field spell, in a 150-foot radius. This field passes through all
you that has an Intelligence score of 2 or lower are solid objects except a layer of lead that is at least 1 inch thick.
charmed by you and aggressive towards targets of your
choosing. These creatures understand verbal commands This crystal cannot be deactivated (including in other
you give them, and you telepathically understand basic antimagic fields) and only stops functioning if it is destroyed.
ideas and images from them while they are within 30 feet The crystal has 30 hit points, 15 AC and is immune to poison
of you (1 charge). and psychic damage.
While you are submerged in water, you may emit a
magical pulse that allows you to sense the distance, Armour of the Guardian
direction, and shape of any solid object and creature that
are both within 1 mile of you and within the same body of Armour (breastplate), rare (requires attunement)
water as you (1 charge). Crafted by: Shield Guardian Breastplate x1 (Blacksmith)
This item regains 1d8 charges daily at dawn. While wearing this armour, you gain a +1 bonus to AC. You
also gain a special connection to the wearer of the amulet
Amulet of the Trickster that was connected to the shield guardian that provided the
breastplate to craft this armour. Whenever the wearer of that
Wondrous item, very rare (requires attunement) amulet takes damage and is within 60 feet of you, half of that
Crafted by: Rakshasa Heart x1 (Artificer) damage (rounded up) is transferred to you.
When you kill a humanoid while wearing this amulet, you
may spend your reaction to add an imprint of their identity to In addition, whenever a creature makes an attack against
it. At any time afterwards, you may spend your action to the wearer of the amulet, you may use your reaction to grant
polymorph yourself into any humanoid whose identity you a +2 bonus to the wearer’s AC if you are within 5 feet of them.
have imprinted into this amulet. You gain the statistics of that
creature, including their ability scores and any racial features, Bag of Colding
but you do not gain any of their class features. While
polymorphed, you gain access to any memories that Wondrous item, uncommon
humanoid had at the time of their death, and your Crafted by: Ghast Hide x1 or Ghoul Hide x1 or Frost Giant
mannerisms and voice become indistinguishable to the real Tongue x1/4 (Leatherworker)
humanoid. This polymorph lasts for 1 hour, until your drop to This bag has a permanent enchantment on it that causes any
0 hit points or die, or if you end the effect early as an action. If organic material inside it to be kept in a state of preservation
the effect ends as a result of dropping to 0 hit points, any as if it had the spell gentle repose cast upon it. This effect
excess damage carries over to your normal form. wears off as soon as the item is removed from the bag, and
the bag must be completely closed in order for its ability to
This polymorph ability may only be used once per dawn to function.
polymorph into each identity you have imprinted. This item
loses any imprinted identities it had if attunement to it is ever The bag is capable of holding up to 3 cubic feet of material
broken. inside it and its opening can open up to 1 foot in diameter.

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Barbed Cloak Camouflage Chitin

Wondrous item, uncommon Armour, rare
Crafted by: Barded Hide x1 (Leatherworker) Crafted by: Thri-Kreen Carapace x1 (Blacksmith)
While you are wearing this cloak, you deal 1d10 piercing This full chitin armour has an AC of 13 + Dexterity modifier
damage to any creature grappling you at the start of your (max 2). While wearing this armour, you may change its
turn. appearance to match the colour and texture of your
surroundings. If you do so, you gain advantage on Dexterity
Basilisk Gaze Poison (Stealth) checks made to hide.

Poison, uncommon Canteen of Last Resort
Crafted by: Basilisk Eye x1 (Alchemist)
A creature that drinks this poison must succeed on a DC 12 Wondrous item, common
Constitution saving throw or become poisoned for 24 hours. Crafted by: Ankheg Gaster x1 (Artificer)
While poisoned in this way, a creature magically turns to This canteen resembles a gourd in the shape of an “8”, with
stone and is petrified. A creature remains petrified like this the bottom sphere smaller than the top, and with two plugged
until either the 24 hours have passed, or until freed by the openings on the top and bottom. When fertile soil is left in
greater restoration spell or similar magic. the top sphere, the canteen slowly extracts usable nutrients
from it, which it filters into an edible slime in the bottom
Black Heart sphere.

Wondrous item, very rare The top sphere is capable of holding up to 3 pounds of
Crafted by: Death Knight Heart x1 (Thaumaturge) fertile soil, which if left for at least 16 hours, produces
This item has an intrinsic link with the death knight from enough slime to provide the nutritional requirements of an
whom it was crafted. When held by a creature, it will beat average humanoid for a day. This slime has a repugnant taste
when faced in the direction of that death knight if that death and expires if not eaten within 24 hours.
knight is still animate and on the same plane of existence as
the holder. The frequency and intensity of its beats will also Cape of Helping Hands
increase the closer it is to its death knight.
Wondrous item, very rare (requires attunement)
Blight Oil Crafted by: Marilith Spine x1 (Leatherworker)
This leather cape is formed from two enchanted sheets of
Oil, common leather, connected to a repurposed marilith spine running
Crafted by: Blight Seed x5 (Alchemist) down the centre.
This bottle contains enough oil to cover up to 10 square feet
of surface area. Once this oil is rubbed into the surface of While wearing this cape, you may speak the command
vegetation, it will soak half a foot into it. Vegetation soaked in word as an action to animate the two sheets of leather which
this oil becomes as soft and malleable as wet clay and retains detach from the spine and form an extra set of arms and
any physical manipulation done to it. hands. You may control these arms and hands as if they were
your own free hands, and they have a reach, strength, and
The oil dries after 10 minutes, causing the vegetation it dexterity equal to your regular arms and hands. You do not
was rubbed on to become solid again. gain any extra attacks, and the rules for two-weapon fighting
remain unchanged.
Blinders Helm
These extra hands remain for 1 hour or until you dismiss
Wondrous item, rare (requires attunement) them by repeating the command word as an action. When
Crafted by: Helmed Horror Helmet x1 (Artificer) they disappear, they cannot be used again for the next 1d6
While wearing this helmet, you gain a blindsight out to a hours.
range of 60 feet, and are immune to the blinded, and
deafened conditions. Celestial Helm

Bronze Companion Wondrous item, legendary (requires attunement)
Crafted by: Solar Eye x2 (Artificer)
Wondrous item, uncommon This helm has 9 charges and regains 1d8 charges at dawn.
Crafted by: Spark of Creation x1 (Tinker) While wearing this helm, you spend an action to expend 1 or
This three-inch tall bronze statue is a perfect replica of any more charges to do any of the following:
beast. When the command word is spoken, the statue comes
to life and mimics the actions and behaviour of the animal it You, and any equipment you are wearing or carrying,
is modelled after. It possesses no other traits of its model teleport up to 120 feet to an unoccupied space you can
animal, except flight which it can mimic up to a speed of 10 ft. see. (1 charge)
You emit a magical, divine energy. Each creature of your
This statue is friendly towards whoever spoke its command choice in a 10-foot radius centered on yourself must make
word and obeys basic instructions given to it. The statue can a DC 20 Dexterity saving throw, taking 4d6 fire damage
make small noises mimicking its model animal and can carry plus 4d6 radiant damage on a failed save, or half as much
a maximum weight of 1 pound. on a successful one. (1 charges)
You target one creature you can see within 30 feet. If the
If its command word is spoken again, the statue becomes target can see, it must succeed on a DC 15 Constitution
inert once more. saving throw or be blinded until magic such as the lesser
restoration spell removes the blindness. (2 charges)

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You release your held melee weapon to hover magically in Chest Burster
an unoccupied space within 5 feet of you. If you can see
the melee weapon, you can mentally command it as a Poison, rare
bonus action to fly up to 50 feet and either make one Crafted by: Slaad Egg Gland x1 (Alchemist)
attack against a target or return to your hands. If the This insidious poison is riddled with tiny slaadi eggs, kept
hovering sword is targeted by any effect, you are preserved inside the noxious solution that serves as this
considered to be holding it. The hovering weapon falls if poison’s base. A creature that drinks a dose of this poison
you die or take off the helmet. Otherwise, this effect lasts must succeed on a DC 14 Constitution saving throw or be
for 1 minute. This ability may only be used on one melee infected with a disease – a miniscule slaad egg.
weapon at a time, any attempt to use it on another while
one is already under its effect causes the original one to A humanoid host can carry only one slaad egg to term at a
fall to the ground. (2 charges) time. Over three months, the egg moves to the chest cavity,
gestates, and forms a slaad tadpole. In the 24-hour period
Chain of Command before giving birth, the host starts to feel unwell, its speed is
halved, and it has disadvantage on attack rolls, ability checks,
Weapon (whip), rare (requires attunement) and saving throws. At birth, the tadpole chews its way
Crafted by: Succubus/Incubus Tail x1 (Blacksmith) through vital organs and out of the host's chest in 1 round,
While holding this weapon, you may use this weapon to make killing the host in the process.
grapple checks instead of using a free hand. While you have a
creature grappled this way, you can't attack with this weapon. If the disease is cured before the tadpole's emergence, the
unborn slaad is disintegrated. This item contains enough
If you have a creature grappled by this weapon, you may poison for 3 doses.
spend your action to force that creature to succeed on a DC
15 Wisdom saving throw or be charmed by you for 24 hours. Chimera Kite
While charmed, the creature obeys your verbal or telepathic
commands to the best of its ability. If the creature suffers any Wondrous item, rare
harm or receives a command that would be hazardous to Crafted by: Chimera Dragon Wing x2 (Leatherworker)
itself, it can repeat the saving throw, ending the effect on a This wondrous kite is normally kept folded up into a single
success. If the creature successfully saves against this effect, neat pole. You may spend 1 minute unfolding the kite into its
or if the effect on it ends, it becomes immune to this effect for flight mode which possesses two great wings, a handle, and a
the next 24 hours. leather harness for the user to strap themselves into. While
in flight mode, a creature strapped into the harness can
You may only have one creature charmed at a time. If you speak the command word to cause the kite to emit a magical
charm another, the effect on the previous creature ends. burst of wind behind itself that propels it, and the creature
strapped into it, up to 80 feet in the direction that it is facing.
Chain of Entanglement This ability may be used up to 3 times before the kite runs
out of magical energy. The kite regains 1 use of this ability
Weapon (whip), rare (requires attunement) every 12 hours that it is not used.
Crafted by: Living Chain x1 (Artificer)
You may use this weapon instead of your free hand when you While this kite is airborne and horizontal, it travels forward
make grapple checks. While you have a creature grappled at a rate of 30 feet per round and descends at a rate of 10 feet
this way, you cannot make attacks with this weapon. per round. The user may change the direction they are flying
by pulling on the handle.
Additionally, while holding this item, you may spend an
action to speak this item’s command word and throw it into If the harness is strapped to something that is heavier than
an unoccupied space within 5 feet of you. At this point, this 400 pounds, the harness will instead break when the
weapon becomes magically animate and may attack and command word is spoken, and the kite will fly away.
move freely for the next minute. As a bonus action on your
turn, you may either mentally command the chain to move up
to 20 feet in any direction or make an attack against a target
within 10 feet of it. At the end of the minute or if you drop
unconscious, the chain drops to the ground and this ability
cannot be used again until the next dawn.

While animate, treat this weapon as if it had 14 Strength
and a +2 proficiency bonus for the sake of attack rolls,
damage rolls, and grapple checks.

Charming Knife

Weapon (dagger), rare
Crafted by: Lamia Claw x1 (Blacksmith)
As an action, you may speak this weapon’s command word to
activate its ability for the next minute. While this dagger’s
ability is active, any damage it deals to a creature that is
charmed by you does not count as damaging it or doing
anything harmful to it for the sake of potentially ending the
charm effect. Once this ability has been used once, it cannot
be used again until the next dawn.

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Chimera Trident Cloak of Dragonflight

Weapon (trident), rare (requires attunement) Wondrous item, very rare (requires attunement)
Crafted by: Chimera Goat Head x1 + Chimera Lion Head x1 Crafted by: Dragon Wing x2 (Leatherworker)
+ Chimera Dragon Head x1 (Blacksmith) This long cloak resembles the leathery membranes of a
This trident’s three horns are made of a chimera’s goat horn, dragon’s wings and shines the same shade as the dragon
lion tooth, and dragon fang. This trident has three abilities, from whom it was crafted. While wearing this cloak, you may
each of which may be used upon a successful melee weapon speak the command word to transform them into a pair of
attack with this weapon. dragon wings on your back. They remains in this form for 6
hours or until you speak the command word again. The
You force the creature you hit to succeed on a DC 15 wings grant you a fly speed of 60 feet, and resistance to the
Strength saving throw or be knocked prone. damage type corresponding to the dragon from whom it was
The next weapon attack by one of your allies that is made crafted. Once used, this ability cannot be used again until the
against the creature you hit is made with advantage so next dawn.
long as you are within melee range of that creature.
You deal an additional 1d8 fire damage. Once used, an Cloak of Magic Immunity
individual ability may not be used again until the next
dawn. Wondrous item, very rare (requires attunement)
Crafted by: Rakshasa Hide x1 (Leatherworker)
Chuul’s Caress Poison This item has 10 charges. When you are subjected to a spell
of 6th level or lower that you are aware of, you may spend
Poison, uncommon your reaction to spend a number of charges equal to the level
Crafted by: Chuul Venom x1 vial (Alchemist) of that spell. If you do, you become immune to that spell’s
This poison can be used to coat up to 10 pieces of slashing or effects, including any lasting effects of the spell such as the
piercing ammunition or one slashing or piercing weapon. fire created by the wall of fire spell. This item regains all
Applying the poison takes 1 minute. For the next minute, any spent charges daily at dawn.
creature successfully hit must make a DC 13 Constitution
saving throw or become poisoned for 1 minute. While Cloud Step Oil
poisoned in this way, the creature is paralyzed. The creature
can repeat the saving throw at the end of each of its turn, Oil, very rare
ending the effect on itself on a success. Crafted by: Cloud Giant Blood x1 vial (Alchemist)
When some of this oil is poured out, it immediately has a
Cinder Shield reaction to the air around it and magically expands into a
semi-solid cloud that is capable of floating while holding
Armour (shield), rare (requires attunement) weight on top of it. Up to 50 pounds of weight per square foot
Crafted by: Salamander Scale x1 large pouch (Blacksmith) can be placed on one of these clouds. If more weight than
You have a +1 bonus to AC while wearing this shield. While this is placed on it, that section of cloud disappears instantly.
wearing this shield, if you are subjected to an effect that Clouds are self-supporting in the air but can also be used to
allows you to make a Dexterity saving throw to take only half make structures such as bridges using careful placement of
damage and if that damage type is fire, you may use your the oil. Clouds weigh virtually nothing and can be moved
reaction to instead take no damage if you succeed on the around if external force is applied to them.
saving throw, interposing your shield between yourself and
the source of the effect. The clouds last for 1 hour after pouring, after which they
disappear. One bottle of this oil is enough to create 500
Clay Weapon square feet of clouds.

Weapon (any melee bludgeoning weapon), rare (requires Crown of Celestial Might
attunement)
Crafted by: Clay Golem Clay x1 (Blacksmith) Wondrous item, legendary (requires attunement)
You gain a +1 to attack and damage rolls made with this Crafted by: Empyrean Heart x1 (Thaumaturge)
weapon. While holding this weapon, you may spend an action This crown either gleams white if it was crafted from a good-
to magically enhance your agility, giving you a +2 bonus to aligned empyrean or is a matte black if it was taken from an
your AC, advantage on Dexterity saving throws, and the evil-aligned empyrean. This crown has 9 charges. While
ability to make one basic melee weapon attack as a bonus wearing this crown you may spend an action to expend 1 or
action. This effect lasts until the end of your next turn. Once more charges to do any of the following:
this ability has been used once, it cannot be used again until
the end of your next short rest. You cast any of the following spells: greater restoration (5
charges), fire storm (7 charges), plane shift (7 charges, self
Cloak of Distorted Time only), earthquake (8 charges)
You strike the ground, triggering an earth tremor. All other
Wondrous item, very rare (requires attunement) creatures on the ground within 60 feet of you must
Crafted by: Sphinx Pelt x1 (Leatherworker) succeed on a DC 25 Strength saving throw or be knocked
prone (2 charges).
You gain advantage on initiative rolls you make while You bolster all nonhostile creatures within 120 feet of you
wearing this cloak. If initiative is rolled while you are wearing until the end of your next turn. Bolstered creatures can’t
this robe, you may use your reaction to target up to 7 be charmed or frightened, and they gain advantage on
creatures that you can see within 60 feet of you. The ability checks and saving throws until the end of your next
creatures you target re-roll their initiative and keep the new turn (1 charge).
ones.

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You may make a ranged spell attack at a target within 600 Curse: “When you attune to this item you become cursed.
feet. On a successful hit, you deal 7d6 damage of one of As long as you remain cursed, you have a 20 per cent chance
the following types (your choice): acid, cold, fire, force, whenever you take a short or long rest to be wracked by
lightning, radiant, or thunder. This ranged attack uses terrible images and thoughts. When this occurs, you gain no
your normal spell attack modifier, or your Charisma benefit from finishing that short or long rest.”
modifier + your proficiency bonus, whichever one is
higher (1 charge). This curse ends permanently on both the item and the
Additionally, if you fail a saving throw while wearing this afflicted creature if the remove curse spell or similar magic is
crown, you may spend your reaction and 3 charges to cast on the cursed item.
succeed on that saving throw instead.
Curse of Spite
Crown of Darkness
Wondrous item, rare
Wondrous item, very rare (requires attunement) Crafted by: Wraith Energy x1 (Thaumaturge)
Crafted by: Vampire Heart x1 (Thaumaturge) This scroll contains blasphemous words written in a dark
This crown has 9 charges. While wearing and attuned to this ink, that when read aloud can permanently alter the makeup
crown, and so long as you are not in bright light, you may of a magical object. You may spend 1 hour reading this scroll
spend an action to expend 1 or more of the crown’s charges aloud while holding a magical item. At the end of that hour,
to cast one of the following spells from it, with Intelligence as that item permanently becomes a cursed item with a curse
your spellcasting modifier: conjure animals (3 charges and that reads as follows:
may only summon swarms of rats, swarms of bats, or wolves),
darkness (2 charges), invisibility (2 charges, plus 1 additional Curse: “A creature afflicted by this curse experiences
charge for every level above 2nd), spider climb (2 charge), intense feelings of spite towards every other living creature
gaseous form (3 charges), vampiric touch (3 charges, plus 1 around them. If the cursed creature interacts with another
additional charge for evert level cast above 3rd). humanoid creature for the first time, they must succeed on a
DC 13 Wisdom saving throw or develop feelings of extreme
The crown recovers 1d8+1 charges at midnight. While hatred for that creature. If they fail by 5 or more, they are
wearing and attuned to the crown, you also gain advantage compelled to kill that creature at any cost. A creature that the
on any Dexterity (Stealth) checks made to hide in dim light or cursed creature considers a friend may attempt to calm them
darkness, and darkvision out to 60 ft. down by succeeding on a DC 13 Charisma (Persuasion)
check.
Curse of Jealousy
A creature that dies while under the effects of this curse
Wondrous item, rare has their soul transformed into a wraith instead of moving on
Crafted by: Peryton Heart x1 (Thaumaturge) to the afterlife. At this point, only a wish spell can change
This scroll contains blasphemous words written in a dark their soul back to its original state and allow it to move on.”
ink, that when read aloud can permanently alter the makeup
of a magical object. You may spend 1 hour reading this scroll This curse ends permanently on both the item and the
aloud while holding a magical item. At the end of that hour, afflicted creature if the remove curse spell or similar magic is
that item permanently becomes a cursed item with a curse cast on the cursed item.
that reads as follows:
Dagger of Life Stealing
Curse: “When you attune to this item you become cursed.
As long as you remain cursed, you feel a strong need to be Weapon (dagger), uncommon (requires attunement)
around this item at all times and become reluctant to be Crafted by: Vampire Spawn Fang x2 (Blacksmith)
more than 5 feet away from it at any given time. In addition, When you attack a creature with this magic weapon and roll
whenever you attempt to give an item belonging to you to a 20 on the attack roll, that target takes an extra 5 necrotic
someone else, you must succeed on a DC 12 Wisdom saving damage if it isn't a construct or an undead. You also gain 5
throw. If you fail, you find yourself unable to give that item temporary hit points.
away and your action is wasted.”
Deception Skull
This curse ends permanently on both the item and the
afflicted creature if the remove curse spell or similar magic is Wondrous item, uncommon
cast on the cursed item. Crafted by: Green Hag Skull x1 (Artificer)
While holding this item, you may spend an action to mentally
Curse of Nightmares command this item to mimic an animal sound or humanoid
voice that you have heard before. This item will continuously
Wondrous item, rare create those sounds for up to 10 minutes or until you spend
Crafted by: Rakshasa Claw x1 (Thaumaturge) an action while holding it to command it to stop.
This scroll contains blasphemous words written in a dark
ink, that when read aloud can permanently alter the makeup These sounds are audible from up to 100 feet away, and
of a magical object. You may spend 1 hour reading this scroll creatures that hear the sound can tell they are imitations with
aloud while holding a magical item. At the end of that hour, a successful DC 14 Wisdom (Insight) check.
that item permanently becomes a cursed item with a curse
that reads as follows: Debilitating Whip

Weapon (whip), rare
Crafted by: Roper Tendrils x6 (Leatherworker)
This whip has 6 wicked tails made from a roper tendril that
still had its hair-like growths in-tact. The wielder of this whip
may choose to make a grapple check using the whip instead
of their free hand.

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A creature grappled by this whip is considered restrained on Demon Needle
top of being grappled and has disadvantage on all Strength
checks and Strength saving throws. Weapon (spear, lance, or pike), rare (requires attunment)
Crafted by: Chasme Proboscis x1 (Blacksmith)
Demilich Censer When you attack a creature with this weapon and roll a 20 on
the attack roll, the target takes an extra 10 necrotic damage
Wondrous item, very rare and the target’s hit point maximum is reduced by the same
Crafted by: Demilich Smoke x1 vial (Thaumaturge) amount of necrotic damage it took. If this effect reduces a
This censer has an innate connection with the demilich from creature’s hit point maximum to 0, the creature dies.
whom it was crafted. When held by a creature, faint wisps of
smoke will emerge and blow in the direction of that demilich This reduction to a creature’s hit point maximum lasts until
if that demilich is still animate and on the same plane of the creature finishes a long rest or until it is affected by a
existence as the holder. The intensity and thickness of the spell like greater restoration.
smoke will increase as proximity to the demilich decreases.
Deceptive Eyepatch
A creature holding this item may also spend 10 minutes
focusing on it, after which, a wisp of smoke will emerge and Wondrous item, common
blow in the direction of the demilich’s phylactery if it is on the Crafted by: Cyclops Eyelid x1 (Leatherworker)
same plane of existence as the censer. Once this ability has This eyepatch becomes translucent from the perspective of
been used once, it cannot be used again until the next dawn. whoever is wearing it, allowing them to see through it
without any penalty to their vision and depth perception.

Demon Bomb Devil Vellum

Wondrous item, rare Wondrous item, rare
Crafted by: Balor Ashes 1x small pouch (Alchemist) Crafted by: Bone Devil Hide x1 (Leatherworker)
This bomb is a black iron sphere filled with balor ashes and A wizard may choose to inscribe one of their known spells on
explosive elements and is roughly the size of an orange. You this sheaf of vellum and insert it into their spellbook. If they
may spend an action to light and throw this item at a point do so, whenever they cast that spell, they may cast it as if they
within 20 feet. At the end of your next turn, this item will had cast it using the highest spell slot level their wizard level
explode, forcing all creatures within 20 feet of it to make a would grant them, regardless of the level of the spell slot they
DC 20 Dexterity saving throw, taking 15d6 fire damage on a actually used. Whenever they cast that spell however, they
failure, or half as much damage on a success. The explosion have a 10 per cent chance of being transported to a random
ignites flammable objects in this area that aren’t being worn level of the Nine Hells for 1 minute, after which they return to
or carried. the spot from which they disappeared, or the nearest
unoccupied space.
Demon Leather
Dino-Helm
Armour (studded leather), rare (requires attunement)
Crafted by: Glabrezu Skin x1 (Leatherworker) Wondrous item, uncommon
You gain a +1 bonus to AC while wearing this armour. In Crafted by: Ankylosaurus Skull x1 (Blacksmith)
addition, when you first attune to this armour, you may This helmet is perfectly structured to redirect force away
choose to be resistant to either cold, fire, or lightning damage from whatever is contained within, while still delivering
while wearing this armour. You may change which damage devastating strikes when used offensively. While wearing this
type you are resistant to after you take a long rest while helmet, you may use the Attack action to headbutt a creature
wearing this armour. within 5 feet of you. If you’re able to make multiple attacks
with the Attack action, this attack replaces one of them.
Demon Light When you headbutt a creature, you make a contested
Strength check against them. If you win, that creature is
Wondrous item, very rare (requires attunement) stunned until the end of your current turn.
Crafted by: Nalfeshnee Eye x2 (Artificer)
While wearing this jewels, you gain truesight out to a range of Divine Justice
120 feet and telepathy out to 120 feet. Also, you may spend
an action to cause it to emit a scintillating, multicoloured Weapon (any melee bludgeoning weapon), very rare (requires
light. Each creature within 15 feet of the item that can see attunement by a good-aligned paladin or cleric)
the light must succeed on a DC 15 Wisdom saving throw or Crafted by: Planetar Bone x1 (Thaumaturge)
be frightened for 1 minute. A creature may repeat the saving You gain a +1 to attack and damage rolls made with this
throw at the end of each of its turns, ending the effect on weapon. When you hit an attack using this weapon, the target
itself on a success. Once this ability has been used, it cannot takes an additional 1d6 radiant damage.
be used again until the next dawn.
While holding this weapon, you may also spend an action
Demon Music Box to hold this weapon above your head, causing you to emanate
a holy aura for the next 10 minutes. This aura is a cylinder 20
Wondrous item, common feet high and with a 10-foot radius centered on where you
Crafted by: Vrock Vocal Cords x1 (Tinker) used this ability. Any fiend or undead within this aura may not
You may spend an action to wind up and activate this music willingly leave by any means unless they first succeed on a
box, playing an eerie song that changes every time it is played. Charisma saving throw against your spell save DC. In
This song lasts for 1 minute and can be heard from up to 30 addition, any fiend that dies within this aura acts as if it died
feet away. on its native plane. Once this ability has been used once, it
may not be used again until the next dawn.

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Draco-Lich Censer You can speak Draconic along with any other languages
you already know.
Wondrous item, very rare You may spend an action to perform the wyrmling breath
Crafted by: Dracolich Bone x1 (Thaumaturge) weapon equivalent of the dragon from whom this item
This censer has an innate connection with the draco-lich was crafted from (Recharges on a 6).
from whom it was crafted. When held by a creature, faint
wisps of smoke will emerge and blow in the direction of that While in half-dragon form, your personality changes to align
draco-lich if that draco-lich is still animate and on the same with that of your dragon colour. Your half-dragon form lasts
plane of existence as the holder. The intensity and thickness for 1 hour or until you either spend 1 minute focusing on the
of the smoke will increase as proximity to the draco-lich dragon stone again to transform back, you die, or you break
decreases. A creature holding this item may also spend 10 your attunement to the dragon stone. Once used, this
minutes focusing on it, after which, a wisp of smoke will transformation cannot be used again until the next dawn.
emerge and blow in the direction of the draco-lich’s gemstone If you are attuned to the legendary version of this item, you
if it is on the same plane of existence as the censer. Once this may engage in deep meditation with the dragon stone for a
ability has been used once, it cannot be used again until the continuous 24 hours. Once these 24 hours have finished, you
next dawn. transform into your half-dragon form permanently, and the
dragon stone crumbles into dust.
Dragon Arrow
Dragon Turtle Jelly
Weapon (arrow), uncommon (+1), rare (+2), or very rare (+3)
Crafted by: Young Dragon Tooth x1 (uncommon), or Adult Potion, very rare
Dragon Tooth x1 (rare), or Ancient Dragon Tooth x1 (very Crafted by: Dragon Turtle Plastron x1 large pouch
rare) (Blacksmith) (Alchemist)
You have a bonus to your attack and damage rolls made with When you drink this jelly-like potion, you recover 10d4+20 hit
this arrow corresponding to its rarity. When you make a points and are cured of any disease.
successful hit with this arrow, you also deal an additional 1d8
(uncommon) 2d8 (rare), or 3d8 (very rare) damage of the type Dragon Wand
corresponding to the damage type this arrow was crafted
from. You also have advantage on attacks made with this Wand, rare (+1), very rare (+2), or legendary (+3)
ammunition against any targets with the dragon creature Crafted by: Young Dragon Horn/Spine x1 (rare), or Young
type. Dragon Horn/Spine x1 (rare), or Young Dragon Horn/Spine
x1 (rare) (requires attunement by a spellcaster) (Artificer)
When used in a successful attack, there is a 30 per cent While holding this wand, you gain a bonus to spell attack rolls
chance that this arrow loses all magical properties and determined by the wand rarity. In addition, you have
becomes a normal arrow. advantage on any spell attack roll you make that deals the
same damage type as the dragon this wand was crafted from.
Dragon Bolt
If that spell attack hits, you also deal extra damage dice of
Weapon (bolt), uncommon (+1), rare (+2), or very rare (+3) that damage type equal to the spell attack bonus granted by
Crafted by: Young Dragon Tooth x1 (uncommon), or Adult this item.
Dragon Tooth x1 (rare), or Ancient Dragon Tooth x1 (very
rare) (Blacksmith) Dragon’s Mercy
You have a bonus to your attack and damage rolls made with
this bolt corresponding to its rarity. When you make a Wondrous item, rarity varies
successful hit with this bolt, you also deal an additional 1d8 Crafted by: Wyrmling Secondary Dragon Breath Pouch x1
(uncommon) 2d8 (rare), or 3d8 (very rare) damage of the type (uncommon), or Young Secondary Dragon Breath Pouch x1
corresponding to the damage type this bolt was crafted from. (rare), or Adult Secondary Dragon Breath Pouch x1 (rare), or
You also have advantage on attacks made with this Ancient Secondary Dragon Breath Pouch x1 (legendary)
ammunition against any targets with the dragon creature (Alchemist)
type. This leathery pouch is repurposed from a dragon’s secondary
breath pouch and has had some of its potency reduced in
When used in a successful attack, there is a 30 per cent exchange for long term usability. While holding this item, you
chance that this bolt loses all magical properties and may spend an action to squeeze the bag, creating an effect
becomes a normal bolt. identical to the non-damaging breath weapon of the dragon
from whom this item was crafted (refer to the Monster
Dragon Stone Manual for the exact stats).

Wondrous item, rarity varies (requires attunement) Once this item has been used once, it cannot be used again
Crafted by: Adult Dragon Heart x1 (very rare), or Ancient for 1d4 hours.
Dragon Heart x1 (legendary) (Artificer)
You may focus on this item for 1 minute while holding it in
order to transform into a half-dragon version of yourself. In
this form, you retain all your statistics with the following
additions:

You gain a blindsight with a radius of 10 feet and
darkvision with a radius of 60 feet.
You gain a resistance to the damage type corresponding to
the dragon from whom this item was crafted.

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Dragon’s Wrath Dra-gone Paste

Wondrous item, rarity varies Oil, rare
Crafted by: Wyrmling Dragon Breath Pouch x1 (uncommon), Crafted by: Half-Dragon Scales x1 Small Pouch (Alchemist)
or Young Dragon Breath Pouch x1 (rare), or Adult Dragon You may spend 1 minute applying a dose of this paste to
Breath Pouch x1 (rare), or Ancient Dragon Breath Pouch x1 yourself. For the next 24 hours or until the paste is washed
(legendary) (Alchemist) off, you have advantage on any Dexterity (Stealth) checks
made to hide from creatures with the dragon subtype as well
This leathery pouch is repurposed from a dragon’s breath as disadvantage on any Charisma checks made when
pouch and has had some of its potency reduced in exchange interacting with creatures with the dragon subtype. This item
for long term usability. While holding this item, you may has enough paste for 5 doses.
spend an action to squeeze the bag, forcing all creatures in a
15-foot (uncommon), 30-foot (rare), 60-foot (very rare) or 90- Drone Producer
foot (legendary) cone to roll a DC 12 (uncommon), 15 (rare),
DC 18 (very rare), or DC 20 (legendary) Dexterity saving Wondrous item, rare
throw, taking 4d6 (uncommon), 8d6 (rare), 12d6 (very rare), Crafted by: Chasme Wing x2 (Tinker)
or 16d6 (legendary) damage on a failed save, or half that on a
successful one. The damage type dealt corresponds to the This palm sized box is packed with the harvested remains
damage type of the dragon from which this item was crafted. of a chasme’s wings. You may spend an action winding the
crank on the side, after which, this item produces a horrid
Once this item has been used once, it cannot be used again droning sound to which demons are immune. Any creature
for 1d4 hours. that starts its turn within 30 feet of this item must succeed on
a DC 12 Constitution saving throw or fall unconscious for 10
Dragonbone Weapon minutes. A creature that can't hear the drone automatically
succeeds on the save. The effect on the creature ends if it
Weapon (any melee weapon except for whips and flails), takes damage or if another creature takes an action to splash
uncommon (+1), rare (+2), or very rare (+3) (requires it with holy water. If a creature's saving throw is successful or
attunement) (Blacksmith) the effect ends for it, it is immune to this item for the next 24
Crafted by: Young Dragon Bone x1 (uncommon), Adult hours.
Dragon Bone x1 (rare), or Ancient Dragon Bone x1 (very
rare) (Blacksmith) Every time this item is used, there is a 25 per cent chance
You have a bonus to your attack and damage rolls made with that the internal mechanism will break, rendering it useless.
this weapon corresponding to its rarity. In addition, when you
roll a 20 on your attack roll with this weapon, the target takes Drow Amulet
an additional 3 (uncommon), 7 (rare), or 10 (very rare)
damage corresponding to the damage type of the dragon it Wondrous item, rare (requires attunement)
was harvested from. Attacks made with this weapon have Crafted by: Mark of Lolth x1 (Thaumaturge)
advantage against any target with the dragon creature type. While you are wearing this amulet, you gain a darkvision out
to a range of 120 feet. You may also use the item to cast the
dancing lights cantrip, as well as the faerie fire and darkness
spells. The two latter spells may only be used once each per
long rest. Charisma is your spellcasting ability for all of these
spells.

Dusk Armour, +1, +2, or +3

Armour (plate), rare (+1), very rare (+2) or legendary (+3)
(requires attunement)
Crafted by: Young Shadow Dragon Scale x1 Large Pouch
(+1), or Adult Shadow Dragon Scale x1 Large Pouch (+2), or
Ancient Shadow Dragon Scale x1 Large Pouch (+3)
(Blacksmith)
While wearing this armour, you have a bonus to AC
determined by the armour’s rarity. In addition, while wearing
this armour in dim light or darkness, you may take the Hide
action as a bonus action. If you take the Hide action in this
way, you do not suffer the usual penalty that normally applies
to Stealth (Dexterity) checks made in plate armour.

Drag-on Paste Eye Stalk Wand

Oil, rare Wand, very rare (requires attunement)
Crafted by: Half-Dragon Scales x1 Small Pouch (Alchemist) Crafted by: Beholder Eye Stalk x1 (Artificer)
You may spend 1 minute applying a dose of this paste to This wand has 5 charges. While holding this wand, you may
yourself. For the next 24 hours, or until the paste is washed spend an action and 1 charge to shoot a magical ray of energy
off, you have advantage on any Charisma checks made when at a target within 120 feet of you. The type of ray depends on
interacting with creatures with the dragon subtype, as well as the type of beholder eye stalk that the wand was crafted from.
disadvantage on Dexterity (Stealth) checks made to hide Consult the list below to find out what your wand does.
from creatures with the dragon subtype. This item has
enough paste for 5 doses.

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1. Charm Ray. The targeted creature must succeed on a DC Faerie Dragon Dust
16 Wisdom saving throw or be charmed by you for 1 hour,
or until you harm the creature. Wondrous item, uncommon
Crafted by: Faerie Dragon Wing x1 (Alchemist)
2. Paralyzing Ray. The targeted creature must succeed on a You may spend an action to sprinkle some of this dust over
DC 16 Constitution saving throw or be paralyzed for 1 yourself. If you do so, you magically turn invisible as if under
minute. The target can repeat the saving throw at the end the effect of the invisibility spell (no concentration required).
of each of its turns, ending the effect on itself on a This pouch contains enough dust for three sprinkles.
success.
Fear Skull
3. Fear Ray. The targeted creature must succeed on a DC 16
Wisdom saving throw or be frightened for 1 minute. The Wondrous item, rare (requires attunement)
target can repeat the saving throw at the end of each of its Crafted by: Sea Hag Skull x1 (Artificer)
turns, ending the effect on itself on a success. While holding this item, you may cast the fear spell, requiring
no other components. Once this ability has been used once, it
4. Slowing Ray. The targeted creature must succeed on a DC cannot be used again until the next dawn. Furthermore,
16 Dexterity saving throw. On a failed save, the target's anytime a creature within 30 feet of this skull makes a saving
speed is halved for 1 minute. In addition, the creature throw to avoid the fear condition, they make that save at
can't take reactions, and it can take either an action or a disadvantage.
bonus action on its turn, not both. The creature can repeat
the saving throw at the end of each of its turns, ending the Fiend Censer
effect on itself on a success.
Wondrous item, uncommon
5. Enervation Ray. The targeted creature must make a DC Crafted by: Imp Head x1 (Thaumaturge)
16 Constitution saving throw, taking 8d8 necrotic damage This censer takes the shape of an imp’s head with a groove in
on a failed save, or half as much damage on a successful the crown of its skull for a candle to be placed in. When a lit
one. candle is placed in the groove, the head becomes animate
and begins to magically detect fiends around it in the same
6. Telekinetic Ray. If the target is a creature, it must succeed manner as if through the spell detect evil and good. If the
on a DC 16 Strength saving throw or you can it up to 30 ft. head detects a fiend within 30 feet of it, it will begin to loudly
in any direction. It is restrained by the ray's telekinetic grip scream the presence of this fiend as well as where it is
until the start of your next turn or until you are located. This head will continue to be active until the candle
incapacitated. If the target is an object weighing 300 on its head is either extinguished or removed.
pounds or less that isn't being worn or carried, it is moved
up to 30 ft. in any direction. You can also exert fine control If a fiend is aware of the fiend censer when they enter its
on objects with this ray, such as manipulating a simple detection range for the first time, they may make a DC 15
tool or opening a door or a container. Charisma saving throw to avoid detection by the censer.

7. Sleep Ray. The targeted creature must succeed on a DC Fiend Fuel
16 Wisdom saving throw or fall asleep and remain
unconscious for 1 minute. The target awakens if it takes Wondrous item, uncommon
damage or another creature takes an action to wake it. Crafted by: Spine Devil Blood x1 vial (Alchemist)
This ray has no effect on constructs and undead. This vial is filled with a concentrated extract of a spine devil’s
blood and is highly flammable. As an action you may make a
8. Petrification Ray. The targeted creature must make a DC ranged weapon attack to throw this vial at a target within 20
16 Dexterity saving throw. On a failed save, the creature feet, shattering it on impact. Make a ranged attack against the
begins to turn to stone and is restrained. It must repeat target, treating the vial as an improvised object. On a hit, the
the saving throw at the end of its next turn. On a success, target suffers 2d4 fire damage at the start of each of its turns
the effect ends. On a failure, the creature is petrified until and has disadvantage on any saving throw against an effect
freed by the greater restoration spell or other magic. that would cause them to suffer fire damage.

9. Disintegration Ray. If the target is a creature, it must A creature can end these effects by using its action to make
succeed on a DC 16 Dexterity saving throw or take 10d8 a DC 11 Dexterity check to remove the oil and flames.
force damage. If this damage reduces the creature to 0 hit
points, its body becomes a pile of fine gray dust. If the Fire Arrow
target is a Large or smaller nonmagical object or creation
of magical force, it is disintegrated without a saving throw. Weapon (arrow), uncommon
If the target is a Huge or larger object or creation of Crafted by: Spine Devil Spine x1 (Blacksmith)
magical force, this ray disintegrates a 10-foot cube of it. These arrows combust upon direct piercing organic material.
When you hit a target successfully with this arrow, you deal
10. Death Ray. The targeted creature must succeed on a DC an additional 1d6 fire damage. These arrows lose this
16 Dexterity saving throw or take 10d10 necrotic damage. property on hit and become regular arrows afterwards.
The target dies if the ray reduces it to 0 hit points.
This wand recovers 1d4 charges at dawn. When you use Fire Bolt

the last charge of the wand, there is a 10 per cent chance that Weapon (bolt), uncommon
it crumbles into ashes and is destroyed. Crafted by: Spine Devil Spine x1 (Blacksmith)
These bolts combust upon direct piercing organic material.
When you hit a target successfully with this bolt, you deal an
additional 1d6 fire damage. These bolts lose this property on
hit and become regular bolts afterwards.

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Fire Dagger Frostbite Weapon

Weapon (dagger), uncommon Weapon (any weapon that deals piercing damage), very rare
Crafted by: Salamander Fang x1 (Blacksmith) (requires attunement)
This dagger continually radiates a dull heat that intensifies Crafted by: Ice Devil Mandible x2 (Blacksmith)
when sunk into exposed flesh. When you deal damage with You gain a +2 bonus to all attack and damage rolls made with
this weapon, you may choose for the damage type to be either this weapon. When you hit with this weapon, you may choose
piercing or fire damage. to deal an extra 3d6 cold damage and force the target
creature to make a DC 15 Constitution saving throw. On a
Floating Oil failed save, for the next minute the target’s speed is reduced
by 10 feet, is unable to take reactions, and only be able to
Oil, uncommon take either an action or a bonus action on its turn, but not
Crafted by: Gas Spore Gas x1 vial (Alchemist) both. The target can repeat the saving throw at the end of
When this oil is rubbed into an item that weighs 20 pounds each of its turns, ending the effect on itself on a success.
or less, that item becomes lighter than air for the next hour. It
retains all of its other characteristics, but it automatically Once this ability has been used once, it cannot be used
rises unless appropriate downward force is applied to it. If again until the end of your next short rest. If you roll a 20 on
this oil is applied to an item that weighs more than 20 attack roll with this weapon however, the ability may be used
pounds, it takes no effect and the oil is wasted. again at that time, regardless of if you used it recently or not.

Fomorian Crystal Frostbite Armour

Wondrous item, rare (requires attunement) Armour (plate), very rare (requires attunement)
Crafted by: Fomorian Eye x1 (Artificer) Crafted by: Ice Devil Carapace x1 (Blacksmith)
While holding this item, you may spend your action to force a Frostbite Armour Armour (plate), very rare (requires
creature you can see within 60 feet of you to make a DC 14 attunement) Crafted by: Ice Devil Carapace x1 (Blacksmith)
Charisma saving throw. On a failed save, that creature takes You gain a +1 bonus to AC and resistance to cold damage
6d8 psychic damage and is cursed with magical deformities. while wearing this armour. In addition, the first time in a turn
While deformed, the creature has its speed halved and has that a creature within 5 feet hits you with a melee weapon
disadvantage on ability checks, saving throws, and attacks attack while you are wearing this armour, they suffer 2d6
based on Strength or Dexterity. On a success, a creature only cold damage.
takes half damage and suffers no deformities. A transformed
creature can repeat the saving throw whenever it finished a
long rest, ending the effect on a success. Once used, this
ability may not be used again until the next dawn. If this item
goes 24 hours without its ability being used, it automatically
attempts to use it on the nearest creature within range,
including the holder.

Frostclaw Weapon Gargoyle Wing Cloak

Weapon (any weapon that deals slashing damage), Wondrous item, uncommon
uncommon, rare (+1) Crafted by: Gargoyle Wing x2 (Artificer)
Crafted by: Yeti Claw x2 (uncommon), Abominable Yeti Claw This leather-like cloak is made from the transfigured remains
x2 (rare) (Blacksmith) of a gargoyle’s wings. When this cloak is placed on an
If you are using the rare version of this weapon, you gain a +1 inanimate object that is: made of stone, not fixed to anything,
bonus to all attack and damage rolls made with this weapon. and no larger than 10 cubic feet in volume, the cloak
When you hit with this weapon, you may choose to deal an transforms into a pair of gargoyle wings attached to that item
extra 1d6 cold damage, or 2d6 cold damage if you are using for the next hour or until the item is destroyed. While
the rare version of this weapon. Once you have used this attached to the wings in this way, that item gains both a flying
ability once, it can’t be used again until the end of your next speed of 60 feet, and a low level of sentience causing it to
short rest. follow the creature that placed the cloak over it until the
effect ends. The enchanted item takes the most direct path to
that creature, avoiding obstacles and obviously dangerous
terrain. At the end of the hour, the item attempts to return
safely to the ground and the wings transform back into a
cloak. Once this ability has been used once, it cannot be used
again until the next dawn.

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Gem of Teleportation Glutton Cutlery

Wondrous item, rare (requires attunement) Wondrous item, common
Crafted by: Yugoloth Heart x1 (Artificer) Crafted by: Nalfeshnee Teeth x1 small pouch (Blacksmith)
This gem has 5 charges. While holding this gem, you may A set of ivory cutlery consisting of a fork, spoon, and knife.
spend your action and 1 charge in order to teleport yourself Any food eaten from these cutlery items does not satiate
and any equipment you are wearing or carrying up to 60 feet feelings of hunger, although it still provides nutrition, and the
to an unoccupied space you can see. This gem regains 1d4+1 capacity of the eater’s stomach remains unchanged. This
charges at dawn. magical effect stops functioning if any of the cutlery pieces
are more than 10 feet away from each other.
Alternatively, you may use 5 charges to cast the spell plane
shift through the gem with the plane of Gehenna as your Golem Companion
destination. If used in this way, the gem dissolves into a
useless black ichor and is destroyed. Wondrous item, rare
Crafted by: Manual Ashes x1 small pouch (Artificer)
Gem of the Underdark This 3-inch-tall statue is crafted from whichever material the
golem its ashes were harvested from was made of. When the
Wondrous item, rare (requires attunement) command word is spoken, the statue comes to life and
Crafted by: Grick Pearl x1 (Artificer) considers whoever spoke the command word to be its master.
This gem has 7 charges. While holding this item, you may It will follow any instruction given to it by its master until it is
spend your action in order to expend 1 or more charges to do either destroyed or its master speaks its command word
any of the following: again, turning it back into an inanimate statue. While it is
within 100 feet, the statue is capable of relaying information
You may cast any of the following spells through the item, telepathically to its master. Additionally, as an action, its
requiring no components: darkness (2 charges, plus 1 master can see through the statue’s eyes and hear what it
additional charge for every level cast above 2nd), spider hears until the start of its next turn. During this time the
climb (2 charges), pass without trace (2 charges) master is blind and deaf in regard to its own senses.
darkvision (2 charges).
For the next hour, you cannot become lost while travelling The statue has 10 AC (regardless of material), 4 hit points,
in the Underdark. You have advantage on any Wisdom has a move speed of 15 feet, and makes perception checks
(Survival) check made to locate something in the with a +5 bonus.
Underdark (1 charge).
For the next hour, you gain a tremorsense and darkvision Grell Jerkin
out to a range of 60 feet (2 charges).
You and up to 4 willing creatures within 30 feet of you, Armour (leather), uncommon (requires attunement)
teleport to a random unoccupied location in the Crafted by: Grell Hide x1 (Leatherworker)
Underdark, if you were not already in the Underdark. If While wearing this jerkin you become particularly sensitive to
you are already in the Underdark, you may instead the vibrations and electrical currents around you. So long as
teleport to an unoccupied entrance to the Underdark that you are blinded (including if you just have your eyes closed),
you have physically visited before (1 charge per creature you have a blindsight with a range of 60 feet.
teleported, including yourself).
Grick Hide Coat
This gem regains 1 charge for every 24 hours it spends in the
Underdark, up to a maximum of 7 charges. Armour (studded leather), rarity varies
Crafted by: Grick Hide x1 (uncommon), or Alpha Grick Hide
x1 (rare) (Leatherworker)
While wearing this armour, you have advantage on Dexterity
(Stealth) checks made to hide in rocky terrain and on
Strength (Athletics) checks made to climb rocky terrain.

If this is the rare version of this armour, you also gain a +1
bonus to AC while wearing this item.

Gut Rot

Potion, common
Crafted by: Violet Fungus Stalk x1 (Alchemist)
When you drink this potion, you must succeed on a DC 10
Constitution saving throw or become afflicted with the
disease gut rot. While afflicted with gut rot, any time you
attempt to swallow food, you instead suffer 4 necrotic
damage and regurgitate that food. At the end of a long rest,
you may attempt the saving throw again, ending the disease
on a success.

If a creature dies while afflicted with gut rot, a violet fungus
sprouts from the mouldering corpse, growing to full size in
2d6 days.

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Hair Tonic For the next 10 minutes you gain truesight out to a range
of 120 feet (1 charge).
Oil, common For the next hour you gain telepathy out to 120 feet and
Crafted by: Satyr Hair x1 small pouch (Alchemist) are able to both understand and speak Infernal (1 charge).
When you massage this tonic into a patch of skin for 1 For the next hour you gain resistance to cold, fire, and
minute, that patch of skin experiences extremely rapid hair poison damage (2 charges).
growth, even if hair growth in that area is not usually You may target a devil with a CR less than 20 that you can
possible. Each day for the next 7 days, roll 1d6. You grow that see within 60 feet of you. That devil must succeed on a DC
many inches in hair over the course of the day in that area. 21 Wisdom saving throw or be charmed by you for 1 hour.
While charmed by you, that devil must obey any command
This bottle has enough hair tonic to cover 10 square feet of you give it that is not directly harmful to it. If a devil
skin. succeeds on the saving throw, it is immune to this ability
for the next 24 hours (3 charges).
Hand of Undeath This helmet regains 1d10 charges at dawn.

Wondrous item, uncommon Helm of Hypnotism
Crafted by: Wight Hand x1 (Thaumaturge)
You may place the heart of a humanoid that has died within Wondrous item, very rare (requires attunement)
the last 24 hours into this hand. The hand then squeezes Crafted by: Ultraloth Eye x2 (Blacksmith)
tightly over this heart, which quickly decays and withers away While wearing this helmet, if you force a creature to roll a
over the course of 1 minute. Once the heart has fully saving throw to resist being charmed by you, that creature
withered away, you gain 5 temporary hit points that last until makes that saving throw at disadvantage so long as it can see
you finish your next long rest. you. In addition, if you succeed on a saving throw to resist
being charmed by a creature you can see, you may spend
Harpy Harp your reaction to impose an identical effect on that creature,
as if you had used that spell or ability yourself.
Wondrous item, uncommon (requires attunement by a bard)
Crafted by: Harpy Vocal Cords x1 (Tinker) Helm of the Illithid
While holding this item, if you cast a spell that forces a
creature to make a saving throw or be inflicted with the Wondrous item, rare (requires attunement)
charmed condition, that creature makes that saving throw at Crafted by: Mind Flayer Brain x1 (Artificer)
disadvantage. While wearing this helmet, you have telepathy out to a range
of 120 feet. In addition, you may spend an action to magically
Harpy Ink emit psychic energy in a 60-foot cone. Each creature in that
area must succeed on a DC 15 Intelligence saving throw or
Wondrous item, uncommon take 4d8 psychic damage and be stunned for 1 minute. A
Crafted by: Harpy Egg x1 (Alchemist) creature can repeat the saving throw at the end of each of its
This bright pink pot of ink is imbued with magical properties turns, ending the effect on itself on a success. Once this
that charm those that read messages written in it. Once this ability has been used once, it cannot be used again until the
ink is used to write a message, the ink changes to an ordinary next dawn.
black colour. The first creature that reads the message must
succeed on a DC 10 Wisdom saving throw or become Helm of the Minotaur
charmed for 24 hours. While charmed in this way, that
creature wholeheartedly believes everything they read in that Wondrous item, uncommon
message, so long as the message is within the realm of Crafted by: Minotaur Horn x2 (Blacksmith)
plausibility. At the end of this 24 hours, the charm effect ends, While wearing this helmet, if you move at least 10 feet
and the creature realises it has been charmed. This pot straight towards a target in a turn and then make a successful
contains enough ink to write 400 words. shove attack, you may choose to deal 2d8 piercing damage to
your target in addition to the shove attack’s regular results.
Helm of Abyssal Domination
Helm of Transmission
Wondrous item, legendary (requires attunement)
Crafted by: Pit Fiend Head x1 (Thaumaturge) Wondrous item, rare (requires attunement)
This helmet has 11 charges. While wearing this helm, you Crafted by: Ettin Head x1 (Artificer)
spend an action to expend 1 or more charges to do one of the This helmet is paired with another helmet made from the
following: other head of the ettin from which this helmet was crafted.
While wearing this helmet, you are magically linked with any
You may cast the spell detect magic (1 charge) fireball (3 creature that is also wearing and attuned to the paired
charges plus 1 additional charge for every level above 3rd) helmet, so long as both of you are on the same plane of
hold monster (5 charges plus 1 additional charge for every existence. While linked in this way, you may communicate
level above 5th) or wall of fire (4 charges plus 1 additional with that creature telepathically at any distance, and if you
charge for every level above 4th). receive damage, you may spend your reaction to transfer any
For the next minute, any creature hostile to you that starts amount of that damage to the linked creature.
its turn within 20 feet of you must make a DC 21 Wisdom
saving throw, unless you are incapacitated. On a failed
save, the creature is frightened until the start of its next
turn. If a creature's saving throw is successful, the
creature is immune to this ability for the next 24 hours (2
charges).

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Horn of the Ancients Infernal Wings

Wondrous item, legendary (requires attunement) Wondrous item, rare (requires attunement)
Crafted by: Androsphinx Vocal Cords x1 (Artificer) Crafted by: Devil Wings x2 (Leatherworker)
You may spend your action to blow this horn. If you do, a A repurposed pair of wings harvested from a devil and inlaid
magical roar is emitted from the horn which can be heard with enchantments to make them suitable for mortal use.
from a distance of 300 feet. Each creature (except the blower While they normally take the appearance of a black cloak
of the horn) that can hear the horn is subjected to a certain with a crimson tinge, you speak their command word as an
effect. The effect of the horn changes depending on how action to transform them into replicas of the wings of the
many times the horn has been blown that day. Once this horn devil they were harvested from and attach them to your back
has been used 3 times in one day, it cannot be blown again for 1 hour or until you repeat the command word as an
for 7 days. action. In this form, they give you a flying speed of 60 feet. In
addition, if you are subject to an effect that would cause you
First Blow Each creature that fails a DC 16 Wisdom to suffer fire damage, you may instead spend your reaction to
saving throw is frightened for 1 minute. A frightened creature wrap your wings around yourself and become immune to fire
can repeat the saving throw at the end of each of its turns, damage and lose the flying speed granted by this item until
ending the effect on itself on a success. the start of your next turn.

Second Roar Each creature that fails a DC 16 Wisdom Once the wings have disappeared, they may not be
saving throw is deafened and frightened for 1 minute. A activated again until the next dawn.
frightened creature is paralyzed and can repeat the saving
throw at the end of each of its turns, ending the effect on Instrument of Harmony
itself on a success.
Wondrous item, rare (requires attunement by a character
Third Roar Each creature makes a DC 16 Constitution with proficiency in at least one stringed instrument)
saving throw. On a failed save, a creature takes 8d10 thunder Crafted by: Unicorn Hair x1 large pouch (Tinker)
damage and is knocked prone. On a successful save, the The notes played on an instrument strung with unicorn hair
creature takes half as much damage and isn't knocked prone. are reminiscent of the sound of wind whistling through the
branches of an ancient forest. You can use an action to play
Horn of the Fiendish Voice this instrument in a performance that lasts until the start of
your next turn. During that time, any friendly creature who
Wondrous item, common can hear your performance may reroll any 1s or 2s rolled
Crafted by: Glabrezu Horn x1 or Horned Devil Horn x1 when they recover hit points in any way. Creatures that do so
(Tinker) must use the new result, even if it is a 1 or a 2.
When you speak into this horn, your voice becomes magically
amplified to twice its volume and is changed to sound deeper Kraken Bolt
and more intimidating. A creature that hears this voice may
make a DC 10 Intelligence (Investigation) check to realise it Weapon (ballista bolt), very rare
is artificial. Crafted by: Kraken Tooth x1 (Blacksmith)
This several-foot-long bolt is designed to be loaded and fired
from a ballista, usually one mounted on board a naval ship.
An attack made with this bolt has a +10 to hit, range 120/480
ft., deals 6d10 piercing damage upon a successful hit, and
ignores any damage threshold of their target. If the attack is
being made against an object or structure, this attack deals
12d10 piercing damage instead. Unlike most ballista bolts,
kraken bolts may be used again after being shot, so long as
they can be retrieved successfully.

Kraken Paint

Wondrous item, very rare
Crafted by: Kraken Ink x2 vials (Alchemist)
A pot of this black paint is enough to cover up to 100 square
feet of material. An enclosed space that has had its interior
surface covered entirely in kraken paint acts as it were
permanently under the effect of the darkness spell.

You may also spill the entire pot of paint into a body of
water as an action to create a 60-foot radius cloud that
spreads around corners. This area is considered heavily
obscured and each creature that ends its turn there must
succeed on a DC 23 Constitution saving throw, taking 3d10
poison damage on a failed save, or half as much damage on a
successful one. A strong current disperses the cloud, which
otherwise disappears at the end of your next turn.

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Kraken Shield Lens of Insight

Armour (shield), legendary (requires attunement) Wondrous item, uncommon
Crafted by: Kraken Scale x1 (Blacksmith) Crafted by: Nothic Eye x1 (Artificer)
While wearing this shield, you gain a +3 bonus to your AC. While wearing this lens, you may target one creature you can
While wearing this shield, you are immune to lightning see within 30 feet of you. You make a Wisdom (Insight) check
damage, and if you are subjected to an effect that would contested against the target’s Charisma (Deception). If you
cause you to suffer lightning damage, you may spend your win, you magically learn one fact or secret about the target.
reaction to choose another target you can see within 30 feet The target automatically wins if it is immune to being
of you (including the source of the effect). You redirect the charmed.
effect towards that target. That target acts as if it was the
initial target of the effect and suffers any results as Once this ability has been used once, it cannot be used
appropriate. again until the next dawn.

Kraken Tunic Lesser Eye Stalk Wand

Armour (studded leather), legendary (requires attunement) Wand, uncommon
Crafted by: Kraken Hide x1 (Leatherworker) Crafted by: Spectator Eye Stalk x2 (Artificer)
While wearing this armour, you gain a +3 bonus to your AC. This wand has 5 charges. While holding this wand, you may
In addition, you gain the following benefits: spend an action and 1 charge to shoot a magical ray of energy
at a target within 90 feet of you. The type of ray depends on
You gain a swim speed equal to your move speed, are the type of spectator eye stalk that the wand was crafted
capable of breathing underwater, and are unaffected by from. Consult the list below to find out what your wand does.
water pressure while diving. 1. Confusion Ray. The target must succeed on a DC 13
You ignore difficult terrain, and magical effects can’t
reduce your speed or cause you to be restrained. You can Wisdom saving throw or become unable to take reactions
spend 5 feet of movement to escape from nonmagical until the end of its next turn. On its turn, the target can't
restraints or from being grappled. move, and it uses its action to make a melee or ranged
attack against a randomly determined creature within
range. If the target can't attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
with disadvantage if the spectator is visible to the target,
ending the effect on itself on a success.
4. Wounding Ray. The target must make a DC 13
Constitution saving throw, taking 3d10 necrotic damage
on a failed save, or half as much damage on a successful
one.

Lenses of the Oasis When the last charge of this wand is used, it crumbles into
dust and is destroyed.
Wondrous item, rare (requires attunment)
Crafted by: Lamia Eye x2 (Artificer) Lich Censer
While wearing these lenses, you may cast the spells disguise
self and minor illusion at will without requiring spell Wondrous item, very rare
components. Crafted by: Lich Dust x1 (Thaumaturge)
This censer has an innate connection with the lich from
Lens of Forgotten History whom it was crafted. When held by a creature, faint wisps of
smoke will emerge and blow in the direction of that lich if
Wondrous item, very rare that lich is still animate and on the same plane of existence
Crafted by: Aboleth Eye x1 (Artificer) as the holder. The intensity and thickness of the smoke will
While wearing these lenses, you may use this item to cast the increase as proximity to the lich decreases. A creature
spell legend lore without requiring the use of any holding this item may also spend 10 minutes focusing on it,
components or spell slots. When casting the spell in this way, after which, a wisp of smoke will emerge and blow in the
you must be able to see the person, place, or object that you direction of the lich’s phylactery if it is on the same plane of
are targeting with the spell. existence as the censer.

Once you have used this item once, it cannot be used again Once this ability has been used once, it cannot be used
until the next dawn. again until the next dawn.

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Lightning Oil Loupe of the Depths

Oil, very rare Wondrous item, legendary (requires attunement)
Crafted by: Lightning Sack x1 (Alchemist) Crafted by: Kraken Eye x2 (Artificer)
A line of lightning constantly crackles through this bottle of This item has 9 charges. While holding this loupe to your eye,
cloudy grey liquid. A dose of this oil can coat one slashing or you have advantage on any Intelligence checks made to gain
piercing weapon or up to 5 pieces of slashing or piercing knowledge on a nautical or aquatic subject. In addition, you
ammunition. Applying the oil takes 1 minute. For 1 hour, the may spend an action and 1 or more charges to do any of the
coated item is magical and deals an extra 1d8 lightning following:
damage on a successful hit.
You gain truesight out to a range of 120 feet for one hour
This bottle has enough liquid in it for 3 doses. (1 charge).
You gain telepathy out to a range of 120 feet for one hour.
Living Chalk This telepathy allows you to communicate with marine life
who are capable of responding with basic emotions and
Wondrous item, common images, however you gain no special ability to command
Crafted by: Enchanted Pumice x1 (Alchemist) them (1 charge).
Images drawn by this chalk are capable of small amounts of You gain the ability to understand the waves and the wind
movement on their drawing surface, resembling a basic for the next 24 hours. During this time, you automatically
flipbook animation. These images tend to act in a manner succeed on any ability check to navigate a course at sea (2
imagined by the creature that drew them but are otherwise charges).
unaware of their surroundings and cannot move more than 1 You magically create up to three bolts of lightning, each of
foot beyond their original placement. These drawings lose which can strike a target you can see within 120 feet of
their enchantment and freeze into place 10 minutes after you. A target must make a DC 23 Dexterity saving throw,
being drawn. taking 4d10 lightning damage on a failed save, or half as
much damage on a successful one (1 charge per lightning
Living Dentures bolt).
This item regains 1d8 charges daily at dawn.
Wondrous item, common
Crafted by: Gibbering Mouther Teeth x1 small pouch (Tinker) Lycan Gas
This set of dentures automatically adapts itself to fit inside
the mouth of any Medium or smaller creature that attempts Poison, rare
to insert it. These dentures automatically fill in any missing Crafted by: Lycanthrope Blood x1 (Alchemist)
teeth of that creature. If you have these dentures inserted, you This vial of silvery white gas reacts strongly with air and
may spend an action to concentrate on them to give them the expands to a 30-foot radius cloud as soon as the vial is
appearance of other teeth such as buck teeth or fangs, but no opened. Any creature that starts their turn in the cloud must
matter what form they take, these dentures are no stronger succeed on a Constitution saving throw or be cursed with
than human teeth. lycanthropy. The type of lycanthropy and the DC depends on
the type of lycan this gas was created from as outlined in the
When left outside, these teeth chatter loudly for a few table below.
seconds every 1d4 hours.
The gas cloud remains for 1 minute before dispersing
Living Lamp naturally. It may be dispersed early by a strong wind such as
that created by the gust of wind spell.
Wondrous item, rare
Crafted by: Fire Giant Heart x1 (Blacksmith) Lycan Type and DC DC
While holding this 1-foot-tall lamp, you may speak a 14
command word as an action to cause it to do any of the Lycan Type 12
following: Bear 11
Boar 13
Cast bright light in a 15-foot radius and dim light for an Rat 12
additional 30 feet. Tiger
Cast bright light in a 60-foot cone and dim light for an Wolf
additional 60 feet.
Cast bright light in a 30-foot radius and dim light for an
additional 30 feet. In this mode, you may adjust the lamp
as an action to reduce the light to dim light in a 5-foot
radius.

While holding the lamp, you may speak the command word Magical Dowsing Rod
again to change it to any of the other lighting options, turn the
lamp off, or to make it so that the light emitted is only visible Wondrous item, rare
to the creature holding the lamp. The fire inside this lamp Crafted by: Arcana Ganglia x1 (Tinker)
never runs out of fuel and can burn indefinitely in any This item forms a Y-shape with two handles and a pointing
environment in which fire is capable of burning. extension. When a creature holds the handles, the pointing
extension moves until it is pointing at the nearest magical
object within 120 feet (itself excluded). This item will not
point at magical objects within 120 feet that are covered by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.

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Magmin Pan Merrow Amulet

Wondrous item, common Wondrous item, uncommon (requires attunement)
Crafted by: Magmin Shell x1 (Tinker) Crafted by: Merrow Heart x1 (Artificer)
While holding this 1-foot diameter pan, you may speak its While wearing this amulet you can breathe both air and
command word to cause it to heat itself to any degree up to water and you know the Abyssal and Aquan languages.
400 degrees Fahrenheit. You may speak the command word
again to change its temperature again or turn it off entirely. Metal Detector

Manticore Cloak Wondrous item, uncommon
Crafted by: Rust Monster Antenna x2 (Tinker)
Wondrous item, uncommon While holding this pair of rods in each hand, you may speak a
Crafted by: Manticore Wing x2 (Leatherworker) command word to cause them to react to ferrous metal
While wearing this cloak, you have advantage on Wisdom within 30 feet. When within 30 feet of ferrous metal, these
(Survival) checks made to track the location of chimeras, rods will vibrate slightly, with the vibrations becoming more
griffons, perytons, wyverns, and dragons (true dragons only). intense as they get closer to an item made of ferrous material.

Mask of Fear Mezzoloth Mail

Wondrous item, rare (requires attunement) Armour (plate), rare (requires attunement)
Crafted by: Chain Devil Eye x2 (Artificer) Crafted by: Mezzoloth Chitin x1 (Blacksmith)
When a creature you can see starts its turn within 30 feet of While wearing and attuned to this armour, you gain the ability
you while you are wearing this mask, you can create the to speak Abyssal and Infernal if you did not know them
illusion that you look like one of the creature’s departed loved already. You also gain resistance to poison and acid damage.
ones or bitter enemies. If the creature can see you, it must
succeed on a DC 14 Wisdom saving throw or be frightened Mimic Gel
until the end of its turn.
Oil, uncommon
Once you have used this ability once, it cannot be used Crafted by: Mimic Gel x1 vial (Alchemist)
again until you finish a short rest. This vial contains enough gel to cover an item no larger than
one square foot in surface area. Completely covering an item
Medusa Helm in this gel and then leaving it for an hour causes it to meld
with the gel, giving it a permanent enchantment. While a
Wondrous item, rare (requires attunement) creature is holding an item melded with mimic gel, they may
Crafted by: Medusa Head x1 (Blacksmith) spend an action to change its appearance to anything else of
This full helmet is magically fused with the head of a medusa the same approximate size and configuration. This
to recreate its petrifying gaze. While wearing this helmet, you appearance change is an illusion only and fails to hold up to
may spend your action to open or close the visor; closing the physical inspection. Otherwise, a creature can use its action
visor causes the medusas visage to be complete and activates to inspect the item and discern its true nature by succeeding
this item’s ability. While this item’s ability is active, any on a DC 13 Intelligence (Investigation) check.
creature within 30 feet of you that you can see and who can
see you, must make a DC 14 Constitution saving throw. If the
saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic.

The medusa’s visage only possesses enough magic to allow
its petrifying gaze ability to function for 1 minute. Anytime
this item is used, subtract the amount of time it is used from
this minute. Once this time has been expended, this item
loses its magical property. This item regains all expended
time upon the next dawn.

Medusa Whip

Weapon (whip), rare (requires attunement)
Crafted by: Medusa Hair x1 bundle (Leatherworker)
This weapon has 6 charges. When you successfully hit a
creature with this weapon, you may choose to expend 1 or
more charges from this weapon. If you do, you add 1d6
poison damage to your damage roll for every charge
expended. This weapon regains 1 charge every hour.

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Mind Whip Mummy Rot Juice

Weapon (whip), rare (requires attunment) Potion, rare
Crafted by: Mind Flayer Tentacle x4 (Leatherworker) Crafted by: Mummy Dust 1x small pouch (Alchemist)
When you make a grapple check, you may choose to do so A noxious potion brewed from the corpse dust of a mummy. It
with this whip instead of using your free hand. If you do so carries much of the lethal mummy rot that the cursed
and if you succeed on the grapple check, you may force the creatures are known for. This potion has a murky brown
grappled creature to succeed on a DC 15 Intelligence saving colour and smells roughly like an opened tomb; however, the
throw or be stunned until the grapple ends. While grappling a smell can be covered easily enough with an overpowering
creature, this whip may not be used to attack another target. scent.
Once this ability has been used 4 times in a day, it cannot be
used again until the next dawn. When you drink this potion, you must succeed on a DC 12
Constitution saving throw or be cursed with mummy rot.
Minotaur Compass While cursed, you cannot regain hit points, and your hit point
maximum decreases by 3d6 for every 24 hours that elapse. If
Wondrous item, uncommon the curse reduces your hit point maximum to 0, you die, and
Crafted by: Minotaur Heart x1 (Artificer) your body turns to dust. This curse lasts until removed by the
When you hold this compass and focus on a location that you remove curse spell or other magic.
have been to, this compass points you in the direction you
would need to take to retrace your steps back to that location, Negative Energy Crystal
so long as it is on the same plane of existence as you. This
may not necessarily be the fastest or the most direct route, Wondrous item, very rare
especially if you have taken many detours since leaving that Crafted by: Death Tyrant Eye x1 (Artificer)
location last. This roughly basket sized crystal generates a 150-foot radius
field of negative energy that disrupts the natural flow of life in
Monocle of Focus the area. While in this field, creatures cannot regain hit
points, and any humanoid that dies inside it rises one round
Wondrous item, rare (requires attunement) later as a zombie. This field passes through all solid objects
Crafted by: Cyclops Eye x1 (Artificer) except a layer of silver that is at least 1/2 inch thick. This
While wearing this item, you may spend an action to focus on crystal cannot be deactivated and only stops functioning if it
a creature you can see within 60 feet of you and designate is destroyed.
them as your target. You never suffer from disadvantage
when you make weapon attacks against your target, and any The crystal has 30 hit points, 15 AC and is immune to
opportunity attacks you make against your target is done at poison and psychic damage.
advantage.
Night Hag Dreamcatcher
If you lose sight of your target, or if you make an attack
against a creature that is not your target, this effect ends Wondrous item, uncommon
immediately. Crafted by: Night Hag Hair x1 small pouch (Thaumaturge)
A creature that sleeps with their head under this item only
Mood Cap has good dreams and are immune to any magical effect that
would affect its sleep in a negative way. If two creatures sleep
Wondrous item, common under this item, there is a 50 per cent chance that they will
Crafted by: Flumph Membrane x1 (Leatherworker) enter a shared dream in which they may interact with each
This cap is usually translucent, but changes colour to match other freely.
the mood of its wearer, as described below:
Nightmare Skull
Mood Cap Colours Colour
Red Wondrous item, rare
Emotion Green Crafted by: Night Hag Skull x1 (Thaumaturge)
Anger Purple A creature that sleeps within 30 feet of this item is racked
Disgust Yellow with bad dreams and receives no benefit from that sleep. In
Fear addition, while holding this item, you may cast the sleep spell
at 2nd level. Once this ability has been used once, it cannot be
Happiness used again until the next dawn.

Sadness Blue

Moon Muzzle Mixture

Potion, rare
Crafted by: Lycanthrope Blood x1 vial (Alchemist)
Drinking this potion completely cures a creature of
lycanthropy if taken before that creature experiences its first
full moon as a lycanthrope. If drunk after that, or if drunk by a
natural born lycanthrope, a lycanthrope is able to ignore the
usual transformative effects of the full moon for the next 28
days.

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Obfuscation Pigments Otyugh Whip

Wondrous item, uncommon Weapon (whip), rare
Crafted by: Displacer Blood x1 vial (Alchemist) Crafted by: Otyugh Tentacle x1 (Leatherworker)
This pot contains enough paint to cover up to 10 square feet You gain a +1 to attack and damage rolls made with this
of surface area. Any object completely covered by this paint weapon. When you hit a Medium or smaller sized creature
becomes covered in a unique enchantment that makes it with this weapon, you may make a grapple check against
elusive and difficult to recognise for the next hour. them as a free action, using the whip to grapple instead of
your free hand. This ability can only be used once per turn.
Although the object remains the same visually, it becomes While you have a creature grappled in this way, you may not
psychologically blocked out by any creature that is not attack with this whip.
already aware of its presence. For example, even if this
dagger was seen by random strangers on the street, they Paralyzing Dust
would not cognitively recognise it and would most likely
ignore it unless forced to interact with it. Wondrous item, uncommon
Crafted by: Ghoul Claw x1, or Ghast Claw x1 (Alchemist)
Any attempt to find an item covered in this paint by You may spend an action to blow this pouch of grey dust into
someone actively searching for it is rolled at disadvantage. the face of a non-undead creature within 5 feet of you. That
However, a creature that touches an item covered in this creature must succeed on a DC 10 Constitution saving throw
paint, or who is verbally informed of its presence, ceases to or be paralyzed for 1 minute. That creature may repeat the
be influenced by this paint’s ability. saving throw at the end of each of its turn, ending the effect
on a success.
Ocean Master Paint
If this dust is dissolved into a liquid first and then drunk by
Wondrous item, rare a non-undead creature, they automatically fail the save and all
Crafted by: Dragon Turtle Blood x1 gallon (Alchemist) subsequent saves for the next minute.
This bucket contains 1 gallon of paint which is capable of
coating 10 square feet of material. Coating 100 square feet of Petrifying Dagger
material takes 10 minutes. Anytime a creature with either the
amphibious or water breathing trait, and an Intelligence Weapon (dagger), uncommon (requires attunement)
score of less than 10 attempts to move within 20 feet of a Crafted by: Cockatrice Beak x1 (Blacksmith)
coated object, they must roll a DC 15 Wisdom saving throw. If this dagger strikes any non-living organic matter that is
On a failure, that creature must instead use all of its available smaller than half a cubic foot in volume, it is instantly turned
speed to move away from the coated object or creature by the to stone for 24 hours.
safest route possible. If there is no safe route to use, it
instead stays where it is and loses the rest of its speed for If a tiny creature is hit by this dagger, they must succeed on
that turn. a DC 11 Constitution saving throw against being magically
petrified. On a failed save, the creature begins to turn to stone
A coated object stays coated for 24 hours. Applying a new and is restrained. It must repeat the saving throw at the end
coat refreshes the 24-hour duration. of its next turn. On a success, the effect ends. On a failure,
the creature is petrified for 24 hours.

Oni Amulet Pillow of Perfect Rest

Wondrous item, very rare (requires attunement) Wondrous item, uncommon
Crafted by: Oni Heart x1 (Artificer) Crafted by: Couatl Feather x1 large pouch (Artificer)
The heart of an oni, transfigured into a dark crystal. It seems This pillow is stuffed with couatl feathers and is
to pulse with the corrupted radiance of the night, and those extraordinarily soft and comfortable. A creature sleeping on
that gaze at it long enough swear they can see two pinpricks this pillow only has good dreams and only requires half their
of white gazing back at them. While attuned to this amulet, usual sleeping time in order to feel properly rested (the
you become more oni-like as your eyes become black with length of a long rest is unaffected though).
large white pupils, and two small, white, ivory nubs grow out
of your forehead. If you are both wearing and attuned to this In addition, a creature sleeping on this pillow is immune to
amulet, you gain the following benefits: scrying attempts and to any effect that would sense its
emotions, read its thoughts, or detect its location. It is also
You may spend a bonus action to summon a magical immune to any magical effect that would affect its sleep, such
glaive into your empty hand. You are proficient in wielding as the spell dream. Only one creature may benefit from this
this glaive if you weren’t already before. In addition, if for pillow’s effect at a time.
whatever reason you grow in size, this glaive grows in
proportion with you and deals an additional 1d10 damage Poison Lung
if you become larger than Medium sized. This glaive
disappears if it is out of your hand for more than 1 minute. Wondrous item, very rare
You gain darkvision out to 60 ft. Crafted by: Poison Canister x1 (Tinker)
You gain proficiency in the Deception skill if you did not This item resembles an iron cylinder attached to a leathery
have it already. sack capable of being filled with air. While holding this item,
You can speak and understand Giant if you could not you may spend an action to squeeze the sack to release a 15-
already. foot cone of poisonous gas in front of you. Each creature in
You may cast the charm person spell once per day. Your that area must make a DC 19 Constitution saving throw,
spell DC for the casting of this spell is 8 + your Charisma taking 10d8 poison damage on a failed save, or half as much
modifier + your proficiency bonus. on a successful one. Once used, this item may not be used
again for another 1d8 hours.

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Potion of Bravery Potion of Elemental Tempering

Potion, uncommon Potion, uncommon
Crafted by: Bearded Devil Blood x1 vial (Alchemist) Crafted by: Remorhaz Blood x1 vial or Adult Remorhaz
When you drink this potion, you become immune to the fear Blood x1 (Alchemist)
condition for 1 hour. This potion is a pale gold colour with a When you drink this potion, you become comfortable even if
thick consistency. you are in extreme weather. For the next 24 hours, you
automatically succeed any saving throw against exhaustion
Potion of Celestial Might triggered by being in an extremely cold or an extremely hot
environment. This potion is constantly bubbling as if boiling
Potion, very rare and also has a small shard of ice in it that never melts despite
Crafted by: Empyrean Blood x1 vial (Alchemist) the ambient temperature.
When you drink this potion, you regain hit points equal to
half of your maximum hit points, and you gain advantage on Potion of Infernal Vitality
saving throws against spells and other magical effects for the
next minute. This potion gleams a bright gold at all times. Potion, very rare
Crafted by: Pit Fiend Blood x1 vial (Alchemist)
Potion of Desecration When you drink this potion, you recover 8d4+8 hit points and
you gain a fiendish constitution for the next 1d4 hours.
Potion, very rare During this time, you gain resistance to cold, fire, and poison
Crafted by: Cursed Blood x1 vial (Alchemist) damage as well as damage from nonmagical weapons that
When you drink this potion, you become cursed. While aren’t silvered. You also have advantage on saving throws
cursed in this way, you gain darkvision out to 120 ft. if you did against spells and other magical effects. This potion is a deep
not have it already, and whenever you receive necrotic crimson and smells strongly of sulfur.
damage, you instead heal the amount of damage you would
have taken. In addition, whenever an undead creature with Potion of Magical Madness
less than 10 Intelligence targets you with a harmful attack or
spell, it must first make a DC 18 Wisdom saving throw. On a Potion, rare
failed save, the creature must choose a new target or lose the Crafted by: Kuo-Toa Archpriest Brain x1 (Alchemist)
attack or spell. When you drink this potion, you go slightly mad for the next
1d4 hours. While in this state, you gain the ability to sense
Every night at midnight while cursed, you must succeed on the presence of any creature within 30 feet of you that is
a DC 18 Wisdom saving throw or become dominated by the invisible or on the Ethereal Plane. You can pinpoint such a
death knight from whose blood this potion was crafted, as if creature that is moving.
under the effect of the dominate person spell, but with an
indefinite duration, no concentration required, and unlimited If you are a spellcaster, you also gain the ability to cast any
range. The death knight is aware of this taking place unless it spell on the cleric spell list (excluding cantrips) for which you
is on a different plane of existence. would have spell slots available. Any time you cast a spell
known in this way, you suffer psychic damage equal to the
This curse can only be removed if the death knight from spell level of that spell multiplied by 3. This damage is
whom the blood was taken is permanently destroyed, after unmitigable in any way. Any attempt to record the knowledge
which point the curse immediately ends. of these spells fails as they inevitably become
incomprehensible ramblings to you once the madness fades.
Potion of Detect Thoughts
Potion of Ogre Strength
Potion, uncommon
Crafted by: Flumph Brain x1 (Alchemist) Potion, uncommon
When you drink this potion, you gain the effect of the detect Crafted by: Half-Ogre Blood x1 vial (Alchemist)
thoughts spell. This potion is completely clear except for a When you drink this potion, you Strength score changes to
small pink blog floating in the centre of it. 17 for one hour. This potion has no effect on you if your
Strength score is equal to or greater than that score. This
Potion of Dragonstrength potion is a pale yellow with a reddish tinge.

Potion, uncommon (wyrmling), rare (young), very rare (adult), Potion of Poison Immunity
legendary (ancient)
Crafted by: Dragonblood x1 vial (Alchemist) Potion, rare
The rarity and strength of this potion differs depending on Crafted by: Yuan-Ti Blood x1 vial (Alchemist)
the age category of the dragon it was harvested from. When When you drink this potion, you become immune to poison
you drink this potion, you recover hit points corresponding to damage and the poisoned condition for the next 12 hours.
the rarity of the potion. In addition, you gain resistance to the This potion is green with small bubbles on the top.
damage type of the dragon it was crafted from for 1 hour.

Rarity HP Regained Potion of Pollution Breathing
Uncommon 3d4+3
6d4+6 Potion, rare
Rare 10d4+10 Crafted by: Hezrou Blood x1 vial (Alchemist)
Very Rare 12d4+24 When you drink this potion, you become able to breathe in
Legendary even the most polluted areas. You automatically succeed any
Constitution saving throw provoked by breathing in a
polluted, poisoned, or diseased air.

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Potion of Rage Potion of Sickness

Potion, uncommon Potion, uncommon
Crafted by: Barlgura Bile x1 vial (Alchemist) Crafted by: Manes Vapour x1 vial (Alchemist)
When you drink this potion, any Strength melee weapon When you drink this potion, you become sick with mane
attack you make gains a +2 bonus to its damage roll and is disease for 1d12 hours. While sick in this way, your nose
rolled at advantage, however any attack made against you is becomes runny and your eyes watery, causing you to have
also rolled with advantage. In addition, anytime you are disadvantage on Wisdom (Perception) checks that rely on
damaged by a creature you can see, you must succeed on a sight. However, your relatively mild sickness also boosts your
DC 13 Wisdom saving throw or be forced to spend your next immune system, giving you advantage on Constitution saving
action making a melee weapon attack against the creature throws against being poisoned and other diseases. This
that damaged you, using your movement speed to get as close potion is a pale grey colour with a string of liquid in it that
to them as possible, including any potential dash action. This resembles watery mucus.
potion is a bright red with angry bubbles constantly rising to
its surface. Potion of Sloth

Potion of Rapport Potion, rare
Crafted by: Horned Devil Blood x1 vial (Alchemist)
Potion, uncommon When you drink this potion, you become overwhelmed with
Crafted by: Rapport Spores x1 small pouch (Alchemist) feelings of sluggishness and laziness for the next 10 minutes.
This bottle of potion contains enough potion for 4 doses. For While under the effects of this potion, you are unable to take
the next hour after you drink a dose of this potion, you are Dash action, and whenever any other action on your turn, you
able to telepathically communicate with any other creature must succeed on a DC 14 Wisdom saving throw or waste that
that has drunk a dose of this potion within the past hour so action. The bottom of this brown potion contains a sediment
long as they are within 150 feet of you. that never moves no matter how much the bottle is shaken.

Potion of Reflexes Potion of Stamina

Potion, very rare Potion, uncommon
Crafted by: Marilith Blood x1 vial (Alchemist) Crafted by: Pegasus Blood x1 vial (Alchemist)
When you drink this potion, you gain one reaction on every When you drink this potion, you gain a sense of inner
turn in a combat. This effect lasts for 1 minute, after which strength and vitality. For the next 24 hours, whenever you roll
you must succeed on a DC 15 Constitution saving throw or a saving throw to resist an effect that causes exhaustion, you
gain 1 level of exhaustion. This potion is completely clear may make that roll at advantage. This potion is a bright blue
except for one cloudy grey portion that darts around in the with what looks like electricity running through it
liquid towards anything holding the bottle. occasionally.

Potion of Ruined Flesh Potion of Speak With Plants

Potion, common Potion, uncommon
Crafted by: Fomorian Growth x1 (Alchemist) Crafted by: Blight Pollen x1 small pouch (Alchemist)
When you drink this potion, you must succeed on a DC 14 When you drink this potion, you gain the effect of the speak
Constitution saving throw or break out in severe boils all over with plants spell. The potion is a cloudy green with what
your body and have all your bodily hair fall off. This condition looks like pollen floating in it.
remains for 24 hours, after which you return to your normal
state, including the regrowth of all the hair you may have lost. Potion of the Sahuagin

Potion of Sensing Potion, uncommon
Crafted by: Sahuagin Blood x1 vial (Alchemist)
Potion, uncommon This potion uses a sahuagin’s blood as a base along with
Crafted by: Kuo-Toa Brain x1 (Alchemist) various seaweeds, seashells, and fish scales to produce a
When you drink this potion, you gain the ability to sense the mutagenic effect in those who drink it. For the next 10
presence of any creature within 30 feet of you that is invisible minutes after drinking this potion, you gain the following
or on the Ethereal Plane. You can pinpoint such a creature benefits:
that is moving. This incredibly fishy smelling potion is a sickly
purple colour with cloudy segments that take a more distinct A swim speed equal to your move speed.
shape when you hold it and imagine things. The ability to breathe in both air and water.
Advantage on any melee attack rolls against any creature
that doesn’t have all its hit points.
When you drink this potion, you must also succeed on a
DC 10 Constitution saving throw or undergo a permanent
mutation into a sahuagin. As a sahuagin, you lose all of your
previous racial traits and instead gain a swim speed of 40 ft.,
the blood frenzy, limited amphibiousness, and shark
telepathy traits from the sahuagin's statblock, and your
alignment changes to lawful evil. This mutation can only be
cured by a greater restoration spell or similar magic.

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Potion of the Sea Remorhaz Plate

Potion, very rare Armour (plate), very rare (requires attunement)
Crafted by: Kraken Blood x1 (Alchemist) Crafted by: Young Remorhaz Carapace x1 or Adult Remorhaz
When you drink this potion, you gain several properties of the Carapace x1 (Blacksmith)
kraken for the next hour. During this time, you have a swim This full set of plate armour was crafted from the insectoid
speed of 60 feet, can breathe freely in water and gain carapace of a remorhaz. While wearing this armour, you have
immunity to lightning damage. resistance to both fire and cold damage.

Potion of the Siege If this was crafted from an Adult Remorhaz Carapace, you
also gain a +1 bonus to AC while wearing this armour.
Potion, rare
Crafted by: Goristro Blood x1 vial (Alchemist) Repelling Candle
When you drink this potion, you gain the “enlarge” effect of
the enlarge/reduce. In addition, you gain a Strength score of Wondrous item, common
25 if it was lower than that before, and all of your attacks deal Crafted by: Ogre Fat x1 vial (Alchemist)
double damage to objects and structures. This potion seems This pale-yellow candle is made from ogre tallow and emits a
to throb with a dull energy every few seconds, and glass powerful odour when burned. Any beast that possesses the
containers holding it seem to crack slightly. keen smell trait or similar that starts their turn within 100
feet of this lit candle, must succeed on a DC 12 Constitution
Potion of Winterbite saving throw or be forced to spend their turn moving as far
away from this candle as safely possible. A creature that
Potion, rare succeeds on this saving throw is immune to this effect for 24
Crafted by: Ice Devil Blood x1 vial (Alchemist) hours. This item otherwise acts as a normal candle and will
When you drink this potion, your physiology changes entirely last for a total of 1 hour while lit.
and your blood becomes icy cold for 1d4 hours. During this
time, you are immune to cold damage, and any time a Ring of Storm Giant Growth
creature within 5 feet of you hits you with an attack that deals
piercing or slashing damage, they suffer 2d6 cold damage. Wondrous item, very rare (requires attunement)
This potion is bright blue with frost constantly encasing the Crafted by: Roc Heart Piece x1 (Artificer)
glass. While wearing this ring, you may speak the command word
to grow to the size of a storm giant for 10 minutes. If there
Potion of Winter’s Rest isn’t enough space, this ability fails. Your weapons and
carried equipment grow with you while you are under this
Potion, rare effect. While under this effect, you are considered a Huge
Crafted by: Yeti Eye x1 (Alchemist) creature and gain the following benefits:
This potion is constantly cool to the touch and appears to
have snowflakes floating in the middle of it. If you willingly Your Strength score is considered 29
drink this potion, you enter a comatose state and fall You gain temporary hit points equal to your Constitution
unconscious and then immediately become encased in a modifier multiplied by your character level
block of ice that extends half a foot away from your body in You gain immunity to lightning damage.
either direction. While inside this ice block, you are As an action, you may hurl a lightning bolt at a point you
considered behind total cover in all directions. You also do can see within 500 feet. Each creature within 10 feet of
not age, require food, drink, or sleep, and any physical that point must make a DC 17 Dexterity saving throw,
ailments including diseases and poisons halt their effect. If taking 12d8 lightning damage on a failed save, or half as
you were on 0 hit points you are also instantly stabilised. You much damage on a successful one. Once this ability is
instantly wake up if the ice block is destroyed, and all of these used, it may not be used again until the next time the ring
effects end. The ice block has AC 12, 30 hit points, is immune is used.
to psychic and poison damage and is vulnerable to fire Once used, this ring cannot be used again for the next 7
damage. The ice block does not melt under non-magical days.
sources of heat.
Salamander Fire
If you unwillingly drink this potion, you may make a DC 13
Constitution saving throw to avoid being encased in the ice Oil, uncommon
block, taking only 3d6 cold damage instead. Crafted by: Salamander Blood x1 vial (Alchemist)
This vial contains 3 doses. Chimera fire is a highly viscous oil
Purple Piercer that is incredibly flammable and yet strangely easy to control.
You may spend an action to cover a melee weapon in a dose
Weapon, (spear, lance, or pike), very rare (requires of this oil and set it alight. While on fire in this way, a weapon
attunement) deals an extra 1d6 fire damage on a successful hit and also
Crafted by: Purple Worm Stinger x1 (Blacksmith) sheds bright light out to a distance of 10 feet and dim light for
This weapon possesses a wickedly curved head, taken from a further 10 feet. The weapon will continue to burn for 1
the stinger of a purple worm. You gain +3 to attack and minute before extinguishing itself. Traditional methods of
damage rolls made with this weapon. Once per day, you may extinguishing the flame do not work unless they manage to
use a bonus action to cause the spearhead to secrete purple take the oil itself off the melee weapon.
worm venom. The next time you successfully hit a creature
with this weapon, the target must succeed on a DC 19
Constitution saving throw, taking 12d6 poison damage on a
failed save, or half as much damage on a successful one.

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Security Antennae Shadow Amulet

Wondrous item, uncommon Wondrous item, rare
Crafted by: Remorhaz Antenna x2 (Tinker) Crafted by: Demonic Imprint x1 (Thaumaturge)
These long blue rods are the result of applying additional When you are holding this item, you may spend an action to
enchantments to the severed antennae of a remorhaz. As an summon a shadow demon in an unoccupied space within 5
action, you may speak a command word while holding the feet of you (refer to the Monster Manual for the relevant
antennae and then plant them into soft ground. For the next 8 statblock). This shadow demon is friendly towards you and
hours, or until the antennae are removed from the ground, allies that you designate and obeys your commands. The
the antennae will mentally alert you if it detects a creature shadow demon has access to all of its normal abilities and
moving on or in the ground within 90 feet. When alerted in features and acts directly after your turn. The shadow demon
this way, you become aware of the distance and direction of disappears after 1 minute, if it drops to 0 hit points, you
the creature, its approximate size, and the speed it is moving. become unconscious, or if it ends its turn more than 30 feet
away from the amulet.
When you plant the antennae in the ground, you may
choose for the antennae to not alert you to creatures above or Whenever the shadow demon is summoned, there is a 10
below a certain size of your choosing or creatures moving per cent chance that this item will instead shatter, releasing
above or below a certain speed threshold. Once planted, the the shadow demon from the amulet and freeing it from your
security antennae cannot be used again for another 16 hours. control. In this case, it rolls for initiative and acts on its own
turn, and is unfriendly to any creature around it. It does not
Sensory Collar disappear unless it is reduced to 0 hit points.

Wondrous item, uncommon Shadow Wing Cape
Crafted by: Otyugh Telepathy Ganglia x1 (Tinker)
This collar, made from the same bundle of nerves that grant Wondrous item, rare (requires attunement)
the brutish otyugh limited telepathy, grants beasts a similar Crafted by: Shadowdragon Wing x2 (Leatherworker)
ability. When worn by a beast with an Intelligence score of 6 While wearing this cape in dim light, you have a flying speed
or less, that beast may transmit simple messages and images of 20 feet. This flying speed is increased to 40 feet in
to any creature within 120 feet of it. This form of telepathy darkness.
doesn’t allow the receiving creature to telepathically respond,
nor does it necessarily allow the receiving creature to Shadowflame Oil
understand a message that has been sent if it does not
understand the language used by the beast (if any). As a Oil, rare
whole, a beast will tend to send messages of emotions and Crafted by: Shadowflame Ember x1 vial (Alchemist)
non-verbal feelings rather than actual worded messages. The oil in this vial can be used to coat up to 5 pieces of
slashing or piercing ammunition or one slashing or piercing
Serpent Shield weapon. Applying the oil takes 1 minute. For the next 10
minutes, any creature successfully hit by this weapon or
Armour (shield), rare (requires attunement) ammunition takes an extra 2d6 necrotic damage. If this
Crafted by: Yuan-Ti Abomination Scales x1 large pouch weapon or ammunition kills a creature, a shadow under your
(Blacksmith) control rises from that corpse (refer to the Monster Manual
This shield is plated with scales taken from a yuan-ti for the relevant statblock). This shadow acts directly after you
abomination and pulses with the residual divine magic of the in the initiative count and disappears after 1 hour or if it or
serpent gods. While wearing this shield, you may spend a you fall unconscious.
bonus action to transform the shield and the arm holding it
into a single serpent attached to your shoulder for the next 10 Shell of Hearing
minutes.
Wondrous item, uncommon
This shield does not provide any bonus to AC while it is in Crafted by: Hooked Horror Cochlea x1 (Tinker)
serpent form. You may make melee weapon attacks with your While you have this shell next to your ear, you gain advantage
serpent appendage by having it bite your targets. When used on any Wisdom (Perception) checks that rely on hearing.
for melee weapon attacks, your serpent appendage is
considered to have the finesse, reach, and light properties Shield of Reflection
and deals 1d4 piercing damage plus 1d6 poison damage on a
successful hit. You may at any point, spend a bonus action to Armour (shield), rare (requires attunement)
transform your serpent appendage back into your arm and Crafted by: Spectator Main Eye x1 (Blacksmith)
shield. This shield has what appears to be a spectator’s eye engraved
in the middle of it. While wearing this shield, if you make a
Once this ability has been used, you may not use it again successful saving throw against a spell, or a spell attack
until the end of your next long rest. misses you, you may spend your reaction to choose another
creature (including the spellcaster) that you can see within 30
feet of you. The spell targets the chosen creature instead of
you. If the spell forced a saving throw, the chosen creature
makes its own save. If the spell was an attack, the attack roll
is rerolled against the chosen creature.

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Sickle of Chaos Skull of Revelation

Weapon (sickle), rare (requires attunement) Wondrous item, uncommon
Crafted by: Blue Slaad Claw x1 (Blacksmith) Crafted by: Flameskull x1 (Artificer)
This wicked scythe continues to carry the chaotic, but fair, This skull has a small black candle embedded in its crown.
energies of Limbo inherit in all slaadi. You gain +1 to attack While this candle is lit, the skull activates and sheds a bright
and damage rolls made with this weapon. When you make an light in a 15-foot radius, and dim light for an additional 15
attack against a creature with this weapon, you may choose feet. If you make an Intelligence based check to evaluate
to do so at disadvantage. If your attack is successful, the anything contained within the bright light, you make that
creature you attacked also has disadvantage on the next check with advantage.
attack roll it makes before the end of its next turn. This ability
cannot be used if you were to already attack at disadvantage. The candle has a duration of 1 hour. Once this duration
has expired, the candle must be replaced with another candle
Siege Dust that costs 50 gp.

Wondrous item, very rare Softening Oil
Crafted by: Goristro Horn x2 (Blacksmith)
This bag of fine brown dust contains great magical energy Oil, Uncommon
that can be imparted on weapons that are left to soak in its Crafted by: Basilisk Bile x1 vial (Alchemist)
power. If a melee weapon that deals bludgeoning damage is You may spend 10 minutes applying this oil to a creature that
left in a bath of this dust for 24 hours, it gains the following has been turned to stone. At the end of the 10 minutes, that
properties permanently: creature returns to a flesh and blood state and is no longer
considered petrified.

Any attack and damage roll made with this weapon is Slaad Doublet
made with a +3 bonus.
Any attack made with this weapon to an object or Armour (hide), very rare (requires attunement)
structure deals double damage. Crafted by: Slaad Hide x1 (Leatherworker)
Any attack made with this weapon ignores an object’s You gain a bonus +1 AC while wearing this armour. While
damage threshold if it has one. wearing and attuned to this armour, you gain the following
If the wielder of this weapon moves at least 15 feet benefits:
straight towards a target and then hits them with a melee
weapon attack with this weapon, that target suffers an All of your weapon attacks are considered magical
extra 4d8 bludgeoning damage and must succeed on a DC You may cast the spell disguise self at will without using
21 Strength saving throw or be pushed up to 20 feet away any spell slots or requiring any components -You gain
and knocked prone. darkvision and blindsight out to a range of 60 ft. each -You
gain a resistance to either acid, cold, fire, lightning, or
thunder damage (choose one upon attuning to this item).
You may change which damage type you have resistance
to at the end of a short rest.

Spectral Gauntlets

Wondrous item, rare
Crafted by: Spirit Echo x1 (Thaumaturge)
While wearing these gloves, you are able to see into the
Ethereal Plane up to a range of 30 feet. In addition, these
gloves are capable of touching objects and creatures in the
Border Ethereal as if they were on the same plane of
existence as you.

If you use these gloves while grappling a creature in the
Ethereal Plane, you may spend your action to make a
contested Strength (Athletics) check against them. If you
succeed, you may pull that creature into your plane of
existence and into an unoccupied space within 5 feet of you.
A creature that is forced out of the Ethereal Plane in this way
may not return there for 1 minute.

Staff of Multiplied Recovery

Staff, very rare (requires attunement)
Crafted by: Hydra Spinal Cord x1 (Artificer)
If you hold this staff while casting a spell that would allow a
creature to roll dice to recover hit points, any time that
creature rolls the maximum value on one of those die rolls,
they may roll an additional dice and add that to the amount of
healing received. The amount of final dice rolled while under
this effect may not exceed double the initial amount.

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Stinger Whip Storm Pole

Weapon (whip), rare Wondrous item, very rare
Crafted by: Bone Devil Tail x1 (Tinker) Crafted by: Storm Giant Spine (Tinker)
You gain a +1 bonus to attack and damage rolls made with This 10-foot-long, 40-pound pole constantly crackles with
this weapon. This retrofitted tail has a compartment fitted energy and has an innate connection to the storms and
into where the bone devil’s poisonous gland would have been, clouds. As long as this pole is planted in the ground and
that allows for easier and more efficient uses of poisons. Any under an open sky, a lightning bolt will strike it from the skies
poison applied to this weapon lasts twice as long as it every 1d4 hours. Any creature within 5 feet of the pole when
normally does and takes half as long to apply. Furthermore, if this happens suffers 12d8 lightning damage, or half that on a
a creature must roll a Constitution saving throw due to a successful DC 17 Dexterity saving throw.
poison applied to this weapon, that saving throw is made at
disadvantage. A switch on the base of the pole may also be flipped, which
causes lightning to strike this pole once every 6 seconds (on
Stone Anvil initiative count 20 if done during combat) for the next minute,
after which the switch flips to the off position. A creature may
Wondrous item, rare also spend their action to flip the switch back prematurely.
Crafted by: Stone Giant Molar x1 (Artificer) Once the switch has been flipped off, it cannot be flipped
This large anvil has been crafted partly out of the molar of a back on for another 24 hours.
stone giant. This anvil is magically enchanted so that
sufficiently heated stones that have been placed on it act like Titan Ship
heated metal. The stone is able to be shaped in much the
same way as heated metal can, and then resumes its original Wondrous item, artifact
stone properties once removed from the anvil. Crafted by: Tarrasque Shell x1 (Artificer)
This ship’s hull is formed from the shell of a tarrasque and
Stone Cleaver Weapon shares much of its properties. The ship is 30 feet wide, 70
feet long, and 20 feet high. It possesses 3 sails and can travel
Weapon (any melee weapon that deals slashing or piercing at 2 ½ mph in a good wind. The ship has 25 AC, 500 HP, can
damage), rare house 60 passengers, carry 200 tons of cargo and has a
Crafted by: Xorn Tooth x1 (simple melee weapons) x2 damage threshold of 20.
(martial melee weapons) or Bullette Claw x1 (simple melee
weapons) x2 (martial melee weapons) (Blacksmith) In addition, this ship is immune to fire damage as well as
This weapon deals double damage against nonmagical bludgeoning, piercing, and slashing damage from nonmagical
objects made of stone or metal. Additionally, you ignore the weapons. If the titan ship is targeted by a magic missile spell,
damage threshold when attacking any nonmagical object a line spell, or a spell that requires a ranged attack roll, roll a
made of stone or metal with this weapon. d6. On a 1 to 5, the ship is unaffected. On a 6, the ship is
unaffected, and the effect is reflected back at the caster as
Stone Swim Armour though it originated from the ship, turning the caster into the
target.
Armour (plate), very rare (requires attunement)
Crafted by: Xorn Shell x1 or Bullette Hide x1 (Blacksmith) Traveller’s Clogs
While wearing and attuned to this armour, you gain the
following abilities: Wondrous item, common
Crafted by: Pegasus Hoof x2 (Artificer)
You have a tremorsense out to 60 ft. While wearing this pair of clogs, walking does not tire you as
You have a burrow speed equal to your movement speed. much. You are capable of walking 16 hours per day before
You may burrow through nonmagical, unworked earth and being forced to make a Constitution saving throw against
stone. You do not disturb the material you move through. exhaustion. After 16 hours, you must succeed on
You have advantage on Dexterity (Stealth) checks made to Constitution saving throws again like normal at the end of
hide in rocky terrain each hour, with the DC set as 10 + 1, for each hour past 16
hours.

Storm Caller Treasure Compass

Weapon (any melee weapon), very rare (requires attunement) Wondrous item, rare
*Crafted by: Lightning Sack x1 (Blacksmith) Crafted by: Xorn Eye x3 (Tinker)
When you hit with an attack using this magic sword, the This compass possesses three unblinking xorn eyes
target takes an extra 1d6 lightning damage. embedded in a wooden disk. The eyes look in the direction of
the closest source of metal or precious gems within a 20-foot
In addition, if you are outside and holding this weapon, you radius. This range is doubled for any magical metal, magical
may spend an action to call a lightning bolt from the sky to stones, adamantine, and mithral. By holding the compass,
strike your weapon, forcing every creature other than yourself you may mentally command it to ignore certain metal and
within 10 feet of you to make a DC 16 Dexterity saving throw. gem sources, such as your own armour.
On a failure, they suffer 6d6 lightning damage, or half that on
a success. Once this ability has been used once, it cannot be
used again until the next dawn.

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Tri-Horn Shield Alternatively, you may reattach a severed appendage by
applying 1 dose of this glue to the respective wound and
Armour (shield), uncommon holding the severed appendage to it for 10 minutes. After this
Crafted by: Triceratops Skull x1 (Blacksmith) time, the limb completely reattaches itself leaving no mark
If you move at least 20 feet towards a creature while wearing except a faint scar. One pot of unicorn glue contains enough
this shield and then make a successful melee attack against it glue for 5 doses.
in the same turn, you may spend a bonus action to make a
shove attack against that creature. Unicorn’s Charge

Troll Amulet Weapon (any melee weapon that deals piercing damage), rare
Crafted by: Unicorn Horn x1 (Blacksmith)
Wondrous item, rare (requires attunement) You gain a +1 to attack and damage rolls made with this
Crafted by: Troll Heart x1 (Artificer) weapon. If you are a good-aligned character, when you hit a
This amulet contains the crystallised form of a troll heart creature with this weapon, you may deal an additional 2d6
preserved in tar. While wearing and attuned to this amulet, radiant damage in addition to the weapon’s damage.
you may spend an action to activate it. For the next minute,
you regain 10 hit points at the start of your turn so long as Once you use this ability you may not use it again for one
you haven’t taken acid or fire damage since the end of your hour, or until you have landed the killing blow on an evil-
last turn and so long as you start your turn with at least 1 hit aligned creature, whichever comes first.
point.
Wand of Confusion
Once you have used this ability once, you cannot use it
again until the next dawn. Wondrous item, very rare (requires attunement)
Crafted by: Umber Hulk Eye x2 (Artificer)
Turned Soul Gem This wand has 4 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the
Wondrous item, very rare (requires attunement) confusion spell (save DC 15) from it. For 1 charge, you cast
Crafted by: Soul Gem x1 (Thaumaturge) the 4th-level version of the spell. You can increase the spell
While you are holding this item, you may target one creature slot level by one for each additional charge you spend.
you can see within 30 feet of you. That target must make a
Charisma saving throw with a DC equal to 8 + your The wand regains 1d4 charges daily at dawn. If you expend
Intelligence modifier + your proficiency bonus. On a failed the wand’s last charge, roll a d20. On a 1, the wand crumbles
save, the target's soul is magically trapped inside this gem. into ashes and is destroyed.
While the soul is trapped, the target's body and all the
equipment it is carrying cease to exist. On a successful save, Wand of the Undergrowth
the target takes 7d6 necrotic damage, and if this damage
reduces the target to 0 hit points, its soul is trapped as if it Wand, very rare (requires attunement by a spellacaster)
failed the saving throw. A soul trapped in a gem for 24 hours Crafted by: Root-stem x1 (Artificer)
is devoured and ceases to exist, and this gem gains 1 charge. This wand has 6 charges. While holding it, you can use an
action to expend 1 or more charges to cast the blight spell
If you die while holding this gem, and if this gem has at (save DC 15) from it. For 1 charge, you cast the 4th-level
least 1 charge, you return to life within 1d10 days so long as version of the spell. You can increase the spell slot level by
the gem is in contact with you for the entire duration. If it one for each additional charge you expend.
ever leaves contact with you, the magic of the gem fades and
becomes a mundane object. At the end of the 1d10 days, the The wand regains 1d6 expended charges daily at dawn. If
gem loses 1 charge and you return to life as if the reincarnate you expend the wand’s last charge, roll a d20. On a 1, the
spell had been cast on you, with your new body identical to wand crumbles into compost and is destroyed.
one of the creatures whose soul had been devoured by this Additionally, you may use an action to plant the wand into
item (chosen randomly). Once a body has been chosen, it soft soil. If you do so, the wand drains the energy of all living
cannot be chosen again. beings around it. All creatures and plants within a 30-foot
radius of the wand are subjected to a DC 15 blight spell (cast
Crushing this gem releases any soul trapped within, at at 4th-level). If the total damage dealt to all targets exceeds
which point the target's body re-forms in an unoccupied 65, the wand transforms into a shambling mound with the
space nearest to the gem and in the same state as when it same amount of HP that was just dealt, up to a maximum of
was trapped. 136. This shambling mound has no allegiance to any creature
around it and will act in its own interest. If the wand did not
Unicorn Glue deal more than 65 damage, the wand simply crumbles into
compost and is destroyed.
Wondrous item, uncommon
Crafted by: Unicorn Hoof x1 (Alchemist). Warming Waterskin
This slightly translucent pot of glue is the colour of a full
moon on a clear day. When a creature attempts to roll hit die Wondrous item, common
during a short rest to recover hit points, 1 dose of this glue Crafted by: Salamander Scales x1 small pouch
may be applied to that creature to allow them to skip the dice (Leatherworker)
roll and instead regain the maximum number of hit points This waterskin can hold up to 4 pints of liquid. Any liquid
possible. kept in this waterskin is automatically brought to and kept at
212 degrees Fahrenheit.

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Warning Scarf Vine Tunic

Wondrous item, uncommon Wondrous item, rare (requires attunement)
Crafted by: Owlbear Neck x1 (Leatherworker) Crafted by: Shambling Mound Vines x4 (Artificer)
While you wear this feather covered scarf, you receive a slight While wearing this tunic, you become immune to lightning
tingling sensation in your neck whenever a hostile creature damage. Furthermore, if you are subjected to lightning
within 30 feet is looking directly at you. A creature that is damage, you take no damage and regain a number of hit
aware of this scarf’s property may make a DC 10 Wisdom points equal to the lightning damage dealt instead.
saving throw to not trigger this scarf’s ability when they look
at you. If they succeed, they do not trigger the scarf’s ability, Viper Strike
and they are immune to this scarf’s effect for the next 24
hours. Weapon (pike, spear, lance, or javelin), rarity varies (+1)
Crafted by: Skeletal Naga Fang x2 (rare), Spirit Naga Fang x2
While wearing this scarf, you also gain the ability to twist (very rare), Guardian Naga Fang x2 (very rare) (Blacksmith)
your head around 180 degrees around without injuring When you roll a 20 on your attack roll with this weapon, you
yourself. deal an additional 10 poison damage, or 14 poison damage if
you are using the ‘very rare’ version of this weapon. If you are
Wings of the Guardian using the ‘very rare’ version of this weapon, you also gain a
+1 to attack and damage rolls made with this weapon.
Wondrous item, very rare (requires attunement)
Crafted by: Sphinx Wing x2 (Leatherworker) Yeenoghu’s Boon
These wings are joined to a leather harness that allows a
humanoid to comfortably wear them on their back. While Wondrous item, uncommon (requires attunement)
wearing these wings, you have a flight speed equal to your Crafted by: Demon Gnoll Heart x1 (Thaumaturge)
movement speed. If you reduce a creature to 0 hit points with a melee attack on
your turn while wearing this charm, you may take a bonus
In addition, you may spend your action to teleport yourself action to move up to half your speed and then make another
and any equipment you are wearing or carrying, up to 120 basic melee weapon attack. Once this ability has been used
feet to an unoccupied space you can see. Once you have used once, it cannot be used again until you have taken a short
this ability once, you may not use it again until you finish your rest.
next short rest.

Wound Biter Weapon

Weapon (pike, spear, or whip), rare (requires attunement)
Crafted by: Horned Devil Tail x1 (Blacksmith)
When you make a successful hit with this weapon on a
creature that is not either an undead or a construct, that
creature must succeed on a DC 15 Constitution saving throw
or lose 2d6 hit points at the start of each of its turns due to an
infernal wound. Each time this weapon hits the wounded
target, the damage dealt by the wound increases by 2d6.

Any creature adjacent to the wounded target can take an
action to staunch the wound with a successful DC 12
Wisdom (Medicine) check. The wound also closes if the
target receives magical healing.

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Chapter 5: Tools & Other Additionsarvesting is a holistic art. It is not simply the
physical act of cutting and slicing through a
carcass, it is the tools you use, the rules you
live by and the skills you have; in short it is an
entire lifestyle! Once you have assumed the

Hlife of a harvester, you will see the world in a
different way, and find the new possibilities
and options open to you. However, in the case that you
haven’t, I’ve listed them down here for you anyway.” - Hamund
Spirit Paper

Spirit paper is a versatile tool that resembles a square of
bleached papyrus. The secrets of its production were only
recently discovered, and reverse engineered from secrets
brought back from distant necromantic cults. By performing
a small ritual with the spirit paper shortly after slaying
certain creatures, a copy of that creature’s soul is bound to
the spirit paper for later use. These copies are not a true soul
and are more akin to an echo. These echoes do retain all of
the memories from its original body, and a few crafting
This guide introduces a few new concepts into the base game techniques utilise these echoes to grant an item a low level of
of Dungeons and Dragons 5th Edition, and as part of that, a sentience or to mimic the abilities of their incorporeal
few slight alterations and/or additions need to be made to reflections.
existing concepts and features in the game to accommodate
them. While some of these changes are not strictly necessary Using spirit paper is often the only way to harvest anything
for this guide to be used, they are advised in order to get the useful from creatures with incorporeal forms. Any harvesting
maximum value out of this book. attempt made for a creature part that has spirit paper as a
requirement is done using a Wisdom (Religion) check rather
than the usual check and is rolled separately for each item.
Special Tools Once a sheet of spirit paper has been used successfully to
harvest an item, it cannot be reused, even if the item it
A few new pieces of adventuring gear have been added in this contained is released.
book to accommodate the act of harvesting. Their functions
are described below: Unlike most harvestable materials, materials that require
spirit paper to be harvested dissipate very quickly after the
death of its creature. Any attempt to harvest a material that
Enchanted Vial has spirit paper as a requirement must be initiated within 1
minute of the death of the creature and takes 10 minutes
Some creature parts have powerful, yet fleeting, magical to successfully complete.
energies within them. The motes from elementals for
example hold traces of their former essences in them but
disperse rapidly upon the destruction of their original form. Special Tools
An enchanted vial is inlaid with several runes designed to
keep any magical resource within from dissipating while the Item Cost Weight
lid is closed and is often the only way of transporting certain
Enchanted Vial 3 gp -

parts back to a workshop for crafting. Hamund's Harvesting Handbook 50 gp 5 lb.
Items that require an enchanted vial to be harvested are
fragile by nature and must be stored inside an enchanted vial Harvesting Kit 30 gp 7 lb.
quickly to prevent degradation. Any attempt to harvest a Spirit Paper 1 gp -

material that has an enchanted vial as a requirement Additions and Changes
must be initiated within 1 minute of the death of its
creature. The following are a few balance changes to accomodate the

Hamund’s Harvesting Handbook harvesting and crafting rules in this guide, as well as a
“Yes, you can own a copy of this very book in any plane you background and feat to incorporate harvesting into your
visit! Due to my travels, I have visited almost every world in game.
the multiverse, dropping manuscripts in publishers’ hands as
I go. No matter where you are, or where you come from, this New Proficiency: Harvesting Kit
handy book is sure to help you get the most out of whatever This guide adds in the new tool: the harvesting kit. Players
your local fauna has to offer.” - Hamund may have proficiency in this like any other tool, and it is highly
This book is filled with all sorts of useful information on the advised for them to have it as it provides a valuable bonus
creatures that inhabit the multiverse, specifically, which parts when making the checks outlined in this book. In order to
of them are useful for harvesting. Using this book grants you accommodate this additional tool, the following classes and
advantage on any Appraise ability check. backgrounds have been slightly altered to give them the
option to gain proficiency in the Harvesting Kit.
Harvesting Kit
Rangers may have proficiency with the harvesting kit
This kit contains everything the average harvester needs to upon character creation (this skill is not gained in
prepare and harvest a carcass for usable parts including a multiclassing)
skinning knife, a bonesaw, 2 glass vials, pouches of salt, and Druids may have the option to choose between proficiency
tweezers. Proficiency with this kit lets you add your in the herbalism kit or the harvesting kit upon character
proficiency to any check made to harvest a creature. creation (this skill is not gained in multiclassing)

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The Hermit background may choose between the d6 Ideal
herbalism kit and the harvesting kit as its starting tool 1 Life. Harvested meat will feed the hungry, harvested
proficiency and gains the appropriate kit as part of its
starting equipment. furs will warm the cold. Through death, comes life.
The Outlander background may choose between a (Good)
musical instrument or the harvesting kit as its initial tool 2 Honor. I refuse to use something harvested from a
proficiency. They may also choose between a hunting trap, creature that I did not kill with my own hands. (Lawful)
and the harvesting kit in its initial starting equipment. 3 Necessity. Creatures kill and harvest other creatures to
New Background: Harvester survive. You may not like it, but it's just the way things
are. (Neutral)

Like a miner in their cave or a farmer in their field, you too 4 Opportunity. If something is already dead, what's the
make your living through reaping the riches of the natural point of letting its corpse go to waste? (Chaotic)
world. Your resources, however, are the monsters and
creatures that populate the multiverse. Although there are 5 Dominance. Nothing shows off your strength like
some who would scoff and call you a mere butcher, you having your own Owlbear-head trophy. (Evil)
understand the subtle complexities in the fantastical
anatomies you find in your adventures, and only you are 6 Money. People always want hides, pelts, and skins; I
qualified enough to harvest them. may as well be the one to profit off it. (Any)

d6 Bond

Skill Proficiencies: Nature, Survival 1 My clan won't respect me unless I bring back the head
Tool Proficiencies: Harvesting Kit of a rare and dangerous creature.
Languages: One of your choice
Equipment: A set of traveller’s clothes, a hunting trap, 2 Ever since I was a child, I dreamed of wearing a unicorn
fur cloak. If you have a better way of getting one, I'd
harvesting kit, a cloak made from a creature you harvested, like to hear it.
and a belt pouch containing 5 gp.
3 Hunting and harvesting creatures is the only way I
know how to make money and feed my family.

Feature: Connected 4 Visions of a monstrously large creature haunt my
dreams. They won’t stop until I find it and claim its pelt
You have been harvesting creatures for a long time and as for my cloak.
part of that, you have become deeply acquainted with the
large industry of crafters and merchants that rely on the 5 I am interested in studying the anatomy of rare and
wares you bring. Whenever you enter a place of civilisation, magical creatures and I need samples to continue my
you have no trouble finding merchants willing to buy your research.
materials or crafters that can work with your wares. You are
also savvy in the bargaining techniques used when haggling 6 Harvesting creatures has been my family's profession
over prices and are not easily tricked during negotiations. You for generations; I'm just continuing this long line of
often find yourself able to secure a good price, or even a tradition.
discount on services relating to harvested materials.
d6 Flaw

Suggested Characteristics 1 Once I decide that a creature will become my next
trophy, nothing will stop me from getting it.
Harvesters are an odd bunch; half outdoorsman, half
entrepreneur. As someone who spends most of their time in 2 Some would say I get a little too much pleasure in
the hunting and being elbow deep in dead bodies, you slicing corpses open and tearing out their fresh organs.
probably have a different worldview compared to most.
3 I'm always looking for the next big hunt, something
d8 Personality Trait that will probably get me killed.
1 I am often covered in blood and viscera, which other
4 I tend to exaggerate the quality of my harvested wares
people find off-putting. to inflate their price.
2 I see no moral issue about harvesting any once-living
5 Once I kill something, I will drop everything to take a
creature, even if they were clearly sentient. "Waste not, trophy from it before moving on.
want not", after all.
3 I often unnerve people with my discussions of the 6 I see other living creatures as just organs in a skin bag,
more disgusting aspects of creature anatomy. waiting to be sold.
4 I am obsessed with self-sufficiency; anything I wear
must have come from something I harvested. New Feat: Resourceful
5 I say a small prayer before harvesting a fresh kill, You’ve always hated leaving anything to waste and have
thanking it for its sacrifice. always made sure you get the most out of any situation.
6 The hunt is what excites me more than anything.
Harvesting is just how I keep mementos of my prey. You gain proficiency in the harvesting kit and the
7 I insist on using every little bit of what I kill, it would herbalism kit.
be an insult to that creature's life otherwise. You ignore any penalties for harvesting a creature that
8 I have a myriad of harvested trophies from rare game died a particularly violent death.
which I show off whenever possible. Both appraising and harvesting a creature take half the
time than it normally would.

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Hamund's Helpers Artificer

“Throughout my travels I have met many spectacular Name: Shareefah Khalid
individuals. Among them are master crafters, each peculiar in Race: Human
their own ways, but all of them capable of weaving miracles Hamund’s Notes: If you look up the word “prodigy,” you will
from materials. I know not where these remarkable people find a picture of Shareefah (either that or a young picture of
are today, perhaps they have finally settled down somewhere me). Born to a wealthy family of artificers, the young
and opened a steady shop. Or they are like me and continue Shareefah received an education from the finest tutors in the
to indulge their wanderlust; roaming freely in this great world land, and routinely dismissed each one when she promptly
of ours while offering their skills to anyone who has the coin accelerated beyond what they could teach.
and materials. I list their names here in my book, to
recommend their services to any of my dear readers. And if Discontent with simply learning the same tired old lessons,
you are lucky enough to meet them, simply mention my name Shareefah left her family and her inheritance behind in order
and I am sure you will receive first-rate service.” -Hamund to learn everything that the wide multiverse could offer her.
She makes her living offering her services to anyone who has
The following are a list of NPC crafters that a DM can easily an interesting material for her to work with. Those that have
slot into any campaign or setting. Feel free to use these met her can attest to her immense prowess in the artificing
NPC’s as convenient ways for the party to craft their craft, exemplified perfectly in the portable workshop she
harvested materials into useful items, vendors to buy spare designed: an entire hut she can store inside a large ring on
materials, or even quest givers for certain monster parts. her finger.

Alchemist

Name: Lidda Littlelid
Race: Halfling
Hamund’s Notes: I’ve known Lidda since she was born, in
fact I was even the one who named her (a fact for which she
has never forgiven me). Rambunctious as a youth, Lidda
regularly came home with frogspawn, gristleweed, milkgrass,
and all matters of ingredients to perform her little
experiments. Since then, Lidda has grown into a prestigious
alchemist, able to mix even the most esoteric ingredients into
some sort of useful brew.

Despite being incredibly intelligent, Lidda does have a
tendency towards air-headedness. Thus, although she tends
to stay in her family home (as most halflings are content to
do), Lidda has a tendency to go on walks, become incredibly
enthralled by her thoughts and musings, and then find herself
hopelessly lost. On these occasions, she can sometimes take
upwards of several years before she manages to stumble
upon her home again, laden down with new materials to
experiment with from her travels.

Blacksmith

Name: Orsik Holderhek
Race: Dwarf
Hamund’s Notes: I will admit that the inclusion of Orsik in
this book is the result of biases on my part; he is my cousin
after all. Despite that however, Orsik has proven himself to be
one of our clan’s foremost blacksmiths (partly due to the
steady stream of exotic materials I provide him to experiment
with). He is equally as comfortable reforging a broken farm
scythe as he is at shaping demon scales into an invincible suit
of armour.

Holderheks are restless by nature, so it is common for
Orsik to leave his forge in search of interesting new locales,
stories, and materials. However, wherever he goes, he always
brings with him his favourite smithing hammer, a good
supply of high-intensity dragon coal, and his prized shrinking
anvil (something of his own creation). With these, he is
always ready to smith even the rarest of new materials.

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Leatherworker Thaumaturge

Name: Malakar Uuthrakt Name: “Blind” Mardred
Race: Half-Elf Race: Human (?)
Hamund’s Notes: Malakar’s story is a familiar one to many Hamund’s Notes: I have known Mardred for a long time,
half-elves. The stigma of his mixed heritage caught him which is saying something considering the longevity of my
between two worlds, unable to find a place in neither elvish race, and the relative brevity of hers. Sometimes I do
nor human societies. Crushed between two poor options, question if she is actually human as she claims, or whether I
Malakar picked a third: the wild. am simply the mark of a long-running private joke of hers.
Even more mysterious than her true age is which divine
Living as an outdoorsman, Malakar has proven himself to patron she actually serves. Whenever I have asked her for the
be a hunter and harvester almost on par with myself. One identity of her god, she would simply smirk and say, “the only
particular field in which he excels however is tanning and one that matters.”
leatherworking. Having killed and skinned almost every
creature imaginable, Malakar has taught himself how to take Despite everything, I still have found her to be a valuable
the hides of fantastical beasts and mould them into powerful source of advice, leads, and information. This goes doubly so
pieces of armour and equipment. for her skills as a thaumaturge, able to easily summon forth
divine blessings from reams of spirit paper, or able to
His vagrant lifestyle naturally causes him to be found just demand servitude from the harvested remains of demons.
about anywhere, and it is not uncommon to find him having Mardred tends to wander from town to town, offering her
set up a temporary storefront in a town while he considers services to any with the coin to pay, her arrival always
his next adventure. heralded by the rhythmic tapping of her walking stick.

Tinker

Name: Jarrod Gerkirk
Race: Gnome
Hamund’s Notes: If you are going to Jarrod for a spot of
conversation, you have gone to the wrong place. On the other
hand, if you are going to him for tinkering work, then you
could not be in better hands. A smarter gnome I have never
met, and his inventions are so fantastical that he blurs the
line between mechanical and magical.

Although Jarrod tends to keep to himself and wiles away
the years performing experiments in his laboratory, there are
times when he becomes overwhelmed by unexplainable
feelings of wanderlust. When these episodes arise, Jarrod
inevitably hits the open road on his customised
wagon/workshop, ready to make new inventions with
whatever fresh materials he finds.

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FAQ

Q: Why didn't you include the meat you can harvest from creatures?
A: I wanted to avoid relatively generic harvesting materials. Largely I assumed that DM's would be able to judge meat harvesting
by themselves without any need for a guide.

Q: Can I give suggestions or feedback?
A: Of course! This is a living document and I fully endorse anyone to send in item suggestions or balance feedback. See the
Contact Us section for contact details.

Q: Can I change an item to suit my campaign?
A: Feel free to do so. Items were designed to be setting agnostic and able to fit into anything, but edge cases could always occur. I
encourage DMs to use this guide as a launching point for their own ideas.

Q: Will you be making a follow-up for Volo's Guide to Monsters and Mordenkainen's Tome of Foes?
A: Yes I will. Stay tuned for updates on those.

Q: How do your rules fit in with the newly released Artificer class on Unearthed Arcana?
A: To be honest, they do not. The updated Artificer class was released very late into the development of this guide and as such, this
guide does not incoporate them at all. A future update may attempt to reconcile them.

Q: Why don't you include the beast section?
A: I felt that beasts were too mundane to include in the harvest table, and largely could be replaced by a DM googling an actual
butcher table.

Q: How come you didn't include any loot like weapons and armour?
A: Those items are largely context sensitive. After all, not every Hobgoblin walks around with a spear at all times, so I felt best to
leave those out and up to the DM to decide based on context.

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